Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

On The Edge
Showing 21-30 of 54 entries
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Update: 20 Jul, 2014 @ 1:44pm

Update: 20 Jul, 2014 @ 4:43am

Update: 20 Jul, 2014 @ 4:12am

Update: 10 Jul, 2014 @ 2:52pm

UPDATE:

GAMEPLAY:
- Added 2 more buildings to the first part of the village which should make it slightly more difficult for Masons.
- Moved torch pit to where the Yarnu The Dog statue is (I will make a model of a dog holding a sword one of these days :P)
- Added a torch pit over near the well on opposite side of road to the Agatha spawns. This is a higher risk torch pit, but more central access to buildings to set ablaze.
- Now there is 14 peasants in the village again, rather than 28.

AESTHETICS:
- Added 2 more buildings to first part of town center, as mentioned.

FIXES:
- Fixed looping audio problem noted by Nexussfire (Thanks mate )
- Due to peasants being reduced back to 14 in first village section, FPS should be back to normal again. I only doubled it to see what kind of a performance impact there would be, and clearly it is significant.

TO DO NEXT:
- Add postprocessvolume to all of the interiors, not just the main hall. House interior shadows are really dark otherwise. Not a huge issue as gameplay doesn't really take place IN the houses, but still something that I feel should be done.
- Add volumes to houses to control the reverb of sound, so that it actually sounds like players are inside of a building.
- Fine tune and tweak house sounds/flames. Some houses, the flames are burning but the sound has stopped.
- Make it so that ammo box HUD markers don't appear when they shouldn't appear, such as the one on the road before reaching the main gates. It is a quick and simple fix that I forgot to put in the current update.
- Some other minor tweaks here and there that I have written down but don't have time to write here :P

Update: 9 Jul, 2014 @ 4:35pm

Update: 9 Jul, 2014 @ 12:48am

UPDATE:

GAMEPLAY:
- Changed some spawn times.
- Changed some bonus times to give more time to attackers. (perhaps a bit too much, but hard to get an idea without proper testing).
- Log cart now cannot be blocked until after it is through the first gate to prevent it getting stuck in the gate and causing gridlock.
- Changed last objective with commander, to use the King/Assassination objective script so the highest scoring player is rewarded with Commander status.
The player does not spawn as a king however, he spawns as a Knight with customized colours and helmet, but carries king weaponry and has kings health. Without writing my own script for commander's and captains, the town captain scripting will remain the same though (first player to die after objective is activated becomes captain).
- Changed time it takes for Mason captain to spawn, now it takes 150 kills, rather than 120.
- Moved some Agathian spawn points down to middle of the hill in 2nd half of village, so try and balance things out and make it easier for attackers to burn buildings. However I am still not satisfied with this section.


AESTHETICS:
- Made it so "KILL" peasant hud markers do not appear until there are only a few peasants left in the first part of the village.
- Added a little bit of detail to the far corner of the dock at base of cliff and added a bit of railing to the outter most wall at the docks.

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Also if people could please provide me with feedback, it would be great. It is difficult to make adjustments and changes to my map without anybody telling me what they do and don't like.
As a map maker, your feedback is incredibly important and can help shape how the map turns out in the long run.

Thanks!

Update: 7 Jul, 2014 @ 10:48pm

UPDATE:

GAMEPLAY
- Added double the peasants to first village area, making it longer/harder for Masons to finish. (need to test performance with players though).
- Moved Agatha spawns inside of Barn inside first village area.
- Destruction HUD progress bar no longer is affected by players dying to prevent the first village objective completing too quickly.
- Added audio cue when players spawn as a Captain, and added Crosshair HUD text to let the player know that they are captain.
- Reduced amount of Mason deaths required before Mason Captain spawns.
- Added boiling oil behind the first town center door which Agatha can pour down on Masons as they charge through the gates.
- Added ballista behind first town center door to fire upon Masons at the gate as they come through.
- Added audio cue to dock warehouse capturing, to let players know that a warehouse has been captured. Also added message in chat to let players know.
There is a known issue with the message in chat displaying twice for everyone. It is a simple fix I forgot about in this release.

AESTHETICS:
- "DESTRUCTION" HUD marker progress bar now goes UP, rather than down, to avoid confusion.
- Added some more detail to the town center area which should make it look a bit more interesting.
- Boats with sails at the dock all rock in the water.

FIXES:
- Objectives now display correctly, previously it was saying things such as "COMPLETE Destroy and Burn village" followed by "NEW OBJECTIVE Destroy and Burn Village"
after killing the captain or capturing the town center. This was a bit confusing.
- Hall capture HUD marker didn't disappear after town center objective, now it does.
- Log cart no longer moves on it's own after being triggered. However I still need to work out a way to make sure there is not a player blockage when the log cart
goes through the first gate. I will most likely make it so the log cart cannot be stopped until it gets through the gate.
- Agathian barracks next to log cart no longer burns players when it isn't even on fire.
- Agathian spawns across the bridge no longer activate after the lower village objective is complete.
- Blocking volume in first gate after log cart objective starts is no longer active until the spike blockade appears.

OPTIMIZATION:
- Removed a whole bunch of unnecessary objects.

OTHER:
- A bunch of tiny little adjustments, changes, fixes, additions here and there that you most likely won't notice haha.

Update: 5 Jul, 2014 @ 1:03am

UPDATE:

AESTHETICS:
- Changed fog colour and density to be more blue-ish and less dusty/post-apocalyptic looking.
- Added sails to boats at the docks and added more boats.

GAMEPLAY:
- Fixed town center Hall capture objective, the progress bar would often get stuck.
- Widened garden rock walls in the dock area to allow players movement beside the log cart.
- Added a capture the warehouse objective after the log cart objective, where Mason's have to capture 2 of the marked warehouses. Once captured, the enemy Commander will spawn on the next Agathian player spawn.
- Fixed up message for town center captain, message will now show "YOU ARE THE CAPTAIN!" correctly.
- Added an audio cue to players who spawn as captain, to let them know that they are the captain. There may be an issue where the audio cue plays for everyone, but either way is fine, it is just to let people know that a captain has spawned.
-Fixed several stuck spots in the map, still more to be fixed though.

Update: 3 Jul, 2014 @ 4:53pm

Update: 2 Jul, 2014 @ 9:17pm

UPDATE:

PERFORMANCE:
- Improved FPS. Buildings had dynamic lighting on them which I forgot to change to Static lighting a while ago.

AESTHETICS:
- Improved some parts of the map aesthetically by using grass in the lower part of the village to add some more colour, also random props. Still more work to be done on making it prettier, as the lower village is in fog, so it looks a bit washed out/dull.
- Toned down the bloom a bit, but not significantly.

GAMEPLAY
-Added what everyone loves. A kill the king style objective right at the end. Only he's not a king, he is a commander.
-Added a feature I always wanted to put in, where if a certain number of Mason's were killed, their Captain would spawn into the battle, the map would continue with him, but if he dies, the battle is lost. YES, he could stand back from the battle and remain a cowardly captain, but what fun would it be for that captain to do so?
- Changed spawn timings a little bit.

AI PATHING
- Unfortunately AI needs re-pathing after I removed all of the objectives for the competition.
It is good to an extent, but as the map progresses, attackers and defenders lose more and more soldiers as they get stuck and durp out.

KNOWN ISSUES:
Where do I start? lol.

The main issues are with walking over different objects in the level, in particular rocks are a bit wierd in the forest and other areas. There are also stuck spots, and HUD markers that continue to appear at long distances for ammo boxes, torches etc.

Find any bugs, please report them :D