B Native Realism Mod. Bringing reality to Warband.

Whats your favourite medieval weapon in RL out of this list?

  • Saber

    选票: 18 5.0%
  • medieval sword (european)

    选票: 61 16.9%
  • poleaxe

    选票: 10 2.8%
  • long bow

    选票: 34 9.4%
  • short bow

    选票: 10 2.8%
  • yumi

    选票: 4 1.1%
  • crossbow

    选票: 5 1.4%
  • katana

    选票: 29 8.1%
  • no dachi

    选票: 7 1.9%
  • Yari

    选票: 4 1.1%
  • pike

    选票: 9 2.5%
  • lance

    选票: 7 1.9%
  • bastard sword

    选票: 43 11.9%
  • spiked mace

    选票: 4 1.1%
  • military hammer

    选票: 10 2.8%
  • pick

    选票: 1 0.3%
  • knife

    选票: 6 1.7%
  • stiletto

    选票: 0 0.0%
  • war spike

    选票: 0 0.0%
  • spiked gauntlet

    选票: 4 1.1%
  • javelin

    选票: 7 1.9%
  • axe

    选票: 19 5.3%
  • claymore

    选票: 21 5.8%
  • sword of war (two handed sword)

    选票: 22 6.1%
  • wooden stick

    选票: 25 6.9%

  • 全部投票
    360

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Thats an amazing map Temuzu! Come on, more maps people, we will get screenshots of ours soon dont worry :smile:.
 
ye keep shining temuzu, all of ours need shining as well :smile:. (by shining we mean detail, making things fit perfectly, adding more smaller items etc etc).

Btw Temuzu, I hope you dont mind it if I call your map a new and way improved village XD
 
Is there a deadline? I'd love to join in but I'm rather busy making maps for my own mod. Maybe I could find the time to participate in this.
 
Theres not really a deadline just yet, but we want to release this as soon as possible, though we need to wait for the module system right now.
 
Temuzu 说:
I finished the map!
battleplant.png

It appears that blue has no choice but to cross any of the three narrow bridges in order to advance putting then at a disadvantage as the bridges look narrow and have no walls to them. So a larges group would have a hard time crossing the bridge, and it appear that if you fall off the bridge you either have to walk for a long time to get out if you can at all. This would also make it extra hard for cavalry to cross.
Otherwise the map looks real nice though it would need play testing in order to know more.

Bite Me 说:
Actually, since the developers are adding a map downloader... plus the huge majority of people are wanting more maps, if we provide them, all those who complained will dl and play, enough to populate a 100 man server easily.
They are? How will it work? Like steam where you click to play the game then it auto downloads?
 
Alright my first update of the map im making. Just the castle. Still need to make the surroundings. This map is used for battle but I guess you can play it even as siege or whatever.... give some feedback of what you think :wink:


mb5u.jpg
mb4j.jpg
mb3j.jpg
mb2m.jpg
mb1o.jpg
 
Change the ground texture in the castle :smile:. Also, is tht a soup pot next to the catapult! XD
 
nothing can escape your keen eye :smile: that is indeed a pot of hot boiling tomato soup ready to be sprinkled on the catapult :grin:
 
I really like the fallen over wheelbarrow and wood pile :grin:

Nice touch.
Might seem small but for the visuals of a map it is all about the little thing imo.
 
Temuzu, I really like your map, but...  :razz: (mostly aesthetic suggestions)
[list type=decimal]
[*]building such big and expensive bridge so close to town make absolutely no sense from realism point of view. Who would do that, if he can otherwise force caravans to travel through town, forcing them to pay passing toll. I would rather place there small suspension bridge, with path instead of paved road - something created by local peasants for themselves rather than by town owner
[*]river shouldn't be cut in half. either make it looks like underground river tunnel or just wooden/stone fence that prevent walking but not water flow. Or maybe just leave passage here - after all red have easy entrance to the town from this direction, so blue also should.
[*]IMO river banks should be higher - especially near blue main town entrance
[*]expand spawn points - in theory people just spawn there, and quickly go to battle... but if wining faction is khergits, it's just spawn-slaughter. It is also required if you want play CTF - flag in nearly open place is no-go IMO
[*]too many roads are paved - IMO only main roads deserve that. all other should be unsurfaced roads. I'm talking about spawns-to-bridge, spawn to valley and from one of the gates in the valley.
[*]those two gates near each other in valley make no sense same as big bridge. I would change the one with long horizontal ladder to just small door in the wall, and block somehow direct passage from door to gate outside the walls (expand that little hill to meet the wall
[*]put compass somewhere on the map. maybe one in each spawn point - so every player who join that map could quickly realize what mean "north gate", as well as put some colours in each spawn, so without map description everyone will now what mean "blue spawn" or "red valley passage"
[*]post screen-shot without marked paths, to let us paint our comments more clearly
[/list]
Map with my suggestions:
battleplant.png
 
here some updates :grin: still need to do ground texture and a lot of obstacles

Some walls for the attackers
mb8h.jpg

church near the castle and village
mb7.jpg

Village :smile:
mb6w.jpg

left (ruins) is spawn 1 and on the right (village) is the other spawn
mb9r.jpg
 
nice looks cool! btw if you make the ground uneven around the houses it makes it look more realistic. Also,more maps please!
 
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