Port Royale - Pirate Themed map

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Phoenix234

Sergeant Knight at Arms
Pirate themed roleplaying map

Ive been told by Calen that all maps take a scene number so ill be taking scene 8 :smile:

Basic Layout



yellow dashed line is a pirate boat route.
purple is the trader boat route
brown route is the longer safer alternative.

Town A gets the mine and the dropoff, town B gets the smelter. traders can risk a speedy smelt by moving there supplies with a boat or take a long slow cart ride around the maps edge.

outlaws and ruffians spawn on the pirate islands with boats and get left to try to raid the traders as they cross.

The pirates get the smallest sized boats which are to be the fastest but weakest, they can fit down narrow gaps to escape the much larger Nation boats ( the 2nd sized boats ) while the largest galleons are used by traders to transport carts and horses to the other ports.

there are 3 large castles each eith a port, 2 of those castles protect a highly profitable town while the 3rd is a sort of pirate prison and has the best defenses.

Pirates have a rulebook to follow while on this map, they can only drive their small boats, the rest are to either be left, destroyed or sent on a collision course with a port (ghostships etc) Pirates can either kill the captain of the ship, hold him for ransom at there port or leave him marooned on an island.
the traders on the ship can be taken as slaves to work on there boats or kicked off the boat to drown.
Guards are killed always since they cant be trusted by pirates

Nation ships are to big to get into the pirates river and cant guard all of their exits so pirates have to be caught in the sea unless the nations want to land a party to travel through the jungle to reach the pirates port base :razz:

Opinions?
 
Phoenix234 说:
Pirate themed roleplaying map

Ive been told by Calen that all maps take a scene number so ill be taking scene 8 :smile:

Basic Layout


yellow dashed line is a pirate boat route.
purple is the trader boat route
brown route is the longer safer alternative.

Town A gets the mine and the dropoff, town B gets the smelter. traders can risk a speedy smelt by moving there supplies with a boat or take a long slow cart ride around the maps edge.

outlaws and ruffians spawn on the pirate islands with boats and get left to try to raid the traders as they cross.

The pirates get the smallest sized boats which are to be the fastest but weakest, they can fit down narrow gaps to escape the much larger Nation boats ( the 2nd sized boats ) while the largest galleons are used by traders to transport carts and horses to the other ports.

there are 3 large castles each eith a port, 2 of those castles protect a highly profitable town while the 3rd is a sort of pirate prison and has the best defenses.

Pirates have a rulebook to follow while on this map, they can only drive their small boats, the rest are to either be left, destroyed or sent on a collision course with a port (ghostships etc) Pirates can either kill the captain of the ship, hold him for ransom at there port or leave him marooned on an island.
the traders on the ship can be taken as slaves to work on there boats or kicked off the boat to drown.
Guards are killed always since they cant be trusted by pirates

Nation ships are to big to get into the pirates river and cant guard all of their exits so pirates have to be caught in the sea unless the nations want to land a party to travel through the jungle to reach the pirates port base :razz:

Opinions?
boads? sail able boats?!
 
here is an image i "updated" with what i think needs to be changed

28s66ok.jpg


NOTE: the castle raid port is a small port that is made to raid the BANDITS layer. just drop your men off and raid.
 
zacxx 说:
here is an image i "updated" with what i think needs to be changed

28s66ok.jpg


NOTE: the castle raid port is a small port that is made to raid the BANDITS layer. just drop your men off and raid.

the castle on that island covers the entire island. its a prison for pirates. islands are islands, some u can walk between but most need a boat since the maps about boats :razz:
 
ya but bandits need to be killed. and how will they be killed if the boats dont fit?
 
pirates have the smallest boats so they can fit in the small gaps, so the larger ships cant catch them.
if a faction wants to save there prisoners they kill a pirate crew and steal the boat and use it to sneak into there base :grin:
 
Please make ships more durable to collisions. Else people will just sail around ramming and killing eachother.

Also, ships will be more unlikely to sink when you board someone, or park your ship by the shore.
 
Eragon91 说:
Please make ships more durable to collisions. Else people will just sail around ramming and killing eachother.

Not up to the map maker; post that in the v4 alpha or suggestions thread.


As for the map:

The only problem I could see possibly is that the Pirates will need to go engineer semi-often to both create and repair boats; I suppose they could have shady dock-masters at the Pirate Port they pay to do it.

Maybe a pirate castle, so pirates could become their own faction? You could restrict in the rules who's allowed to take it (i.e.: rival pirate-y factions).

P.S.: The Pirate city should be the coolest one on the map  :mrgreen: although Town A shouldn't be too bad-looking. Town B is just the refinery so it might as well look utilitarian.
 
Azrayel 说:
Eragon91 说:
Please make ships more durable to collisions. Else people will just sail around ramming and killing eachother.

Not up to the map maker; post that in the v4 alpha or suggestions thread.


As for the map:

The only problem I could see possibly is that the Pirates will need to go engineer semi-often to both create and repair boats; I suppose they could have shady dock-masters at the Pirate Port they pay to do it.

Maybe a pirate castle, so pirates could become their own faction? You could restrict in the rules who's allowed to take it (i.e.: rival pirate-y factions).

P.S.: The Pirate city should be the coolest one on the map  :mrgreen: although Town A shouldn't be too bad-looking. Town B is just the refinery so it might as well look utilitarian.

im considering giving the pirates a floating wooden platform city XD, pirates kidnap traders and engineers as they go past in boats you see :razz: its how they get there labour to repair boats.

i dont want factions claiming the pirate land you see, or not rping the pirates using there base because they have a awesome defense since noone in a none pirate boat can easily get to them :razz:

ive added the updated arty map :razz:
 
Allthough i don't know the proportions of this map, don't you think its too many islands? i surely understand why they are there, however with the difficulty of navigation with ships, i think they need a bit more open area to sail on. Especially if pirates are to be able to navigate themselves to a broadside and board a ship.
 
the point of the little islands is to stop people chasing pirates through them
also the map is huge, we have it on the largest possible size we can have ! there isnt much land on this map at all xD the islands are needed

im sure you can fit the nation boats between the islands anyway, just not as quickly and easily as a pirate can
 
Phoenix234 说:
Ive been told by Calen that all maps take a scene number so ill be taking scene 8 :smile:
It doesn't make any difference what scene number you use to make the map: the server hoster will just need to put your terrain code and outer terrain mesh in whatever slot they have available. The default terrain codes are the same as the native ruins map, so it's very likely that you want to generate your own terrain. I should have made a scene making guide...

Basic scene making guide
  • Setting up the terrain code should only be done before starting work on the scene; if you change it for a scene that already has terrain modifications, things might look messed up.
  • Start native single player with edit mode enabled, load a game to the world map, and then click the terrain button in the bottom left of the screen.
  • Leave the four buttons at the top all disabled: Place river, Deep water, Shade occlude (don't know what this does), and Disable grass (you can remove grass by texture painting).
  • Set polygon size to 5 meters unless you are making a very small (for PW) scene.
  • Choose the terrain type from the list.
  • Set the vegetation slider to 0 (far left) since the auto generated trees can have collision problems, and they won't work with the cutting down resource system in PW 4.
  • Set size x and size y as big as you want: most PW scenes are near the maximum size.
  • Click Generate Terrain to see what the current values look like; left click and drag on the preview to zoom, right click and drag to pan.
  • Adjust ruggedness, valley, and hill height to your liking, and regenerate the scene; this will only modify the same basic shape unless you randomize the terrain seed.
  • Once the terrain looks close to what you want for your scene, click copy, press alt-tab to switch out of warband, open scenes.txt, and paste it into the terrain code part of the scene you want to edit, for example, the red part is the terrain code:
scn_scene_3 scene_3 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001300389800003a4ea000058340000637a0000399b
  0
  0
outer_terrain_plain
  • The green part in scenes.txt is the outer terrain mesh; you can choose from this list (can be previewed in OpenBrf):
    • outer_terrain_plain
    • outer_terrain_snow
    • outer_terrain_steppe
    • outer_terrain_town_thir_1
    • outer_terrain_castle_9
    • outer_terrain_desert
    • outer_terrain_desert_b
    • outer_terrain_beach
    • outer_terrain_plain_2
    • outer_terrain_snow_2
    • outer_terrain_steppe_2
    • sea_outer_terrain_1
    • sea_outer_terrain_2
    • outer_terrain_pw_1
  • "x" representing the scene number you changed: delete or move away any existing SceneObj/scn_scene_x.sco file from your PW module directory. You can back up your scenes after saving in edit mode by copying this file to another location; if you mess things up, copy the backup back.
  • Start PW 4 with edit mode enabled, choose "Edit a scene" in the multiplayer menu, and start editing; read the information by pressing F1 or F2 while in walk around mode.
  • Use the dedicated server package to test your scene, since active scene props (starting with pw_) don't work in edit scene mode.
  • When you are finished and want to get your scene hosted on a public server: send the SceneObj/scn_scene_x.sco file with the terrain code and outer terrain mesh name to the server admin, and they can add the scene to whatever slot is available, renaming the .sco, changing the terrain code and mesh.
 
Vornne 说:
Phoenix234 说:
Ive been told by Calen that all maps take a scene number so ill be taking scene 8 :smile:
It doesn't make any difference what scene number you use to make the map: the server hoster will just need to put your terrain code and outer terrain mesh in whatever slot they have available.
I told that because if everyone takes one slot, than server hosters wont have to change anything. It will also allow us to ask you to add our map codes to your scenes.txt, so server hosters will have even easier job. Currently taken slots: 1-test scene, 2-Temuzu urban map, 7-my map, 8-Port Royale

About guide - I already gave Phoenix terrain code from VoS (that happened to fallow all points listened by you), but I'll get Novicious to resurrect his scening guide+Q&A thread, and add it to first post
 
Looks yummy, it would be awesome if the pirates had a water cave then hiden my some rocks. So when they come inside the cave they can park their boat there hang out at the base and go back. also can you make a doctors office in town? Lets say beds, surgical daggers, herbs round the area, poison, and a regular dagger?
 
CalenLoki 说:
Vornne 说:
Phoenix234 说:
Ive been told by Calen that all maps take a scene number so ill be taking scene 8 :smile:
It doesn't make any difference what scene number you use to make the map: the server hoster will just need to put your terrain code and outer terrain mesh in whatever slot they have available.
I told that because if everyone takes one slot, than server hosters wont have to change anything. It will also allow us to ask you to add our map codes to your scenes.txt, so server hosters will have even easier job. Currently taken slots: 1-test scene, 2-Temuzu urban map, 7-my map, 8-Port Royale

About guide - I already gave Phoenix terrain code from VoS (that happened to fallow all points listened by you), but I'll get Novicious to resurrect his scening guide+Q&A thread, and add it to first post

Well in that case; iCan has 6?
 
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