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- drafted objectives in a more linear way (new 1st obj now is "Capture the hamlet" + 3rd objective is grouped into one single "Ram the gate" instead of having a pushable ram since the start that then stops)
- siege towers + battering ram are half distance from the wall (now they appear in front of the spawn points, so new players dont get confused on how to climb the wall)
- new 5th obj "Destroy the castle door" (now the Mason Warlord will spawn after the main door is destroyed [15 secs interval for the door to completely open, similar to Citadel, so attack rush is avoided])
- more visual content + ambient sounds
- spikes death sound fixed
- intro music volume adjusted
- added LTS, TD and CTF modes!!
I'm aware "Ram the gate" objective has a message bug when ram arrives the gate (currently trying to fix it). Any feedback and suggestions are appreciated!
We play it on the Moorlands as well!
I'll ensure its up since recent cleaning.
Bravo!
I recommend you to find custom map servers in the game browser (they appear in purple) and look for AOCTO-Whitenest_p in their maplist to play the map with some friends or foes!
- c=={:::Acero::Toledano:::>[TO/CTF/LTS]
- SERVER FOR GAMERZ
- |ĶأĻă|THUNDERDOME
If you want to try it offline, after subscribing and downloading the map from this thread, open the console in the game menu by pressing º or ~ and then type "open AOCTO-Whitenest_p" (without the "). Then start the game by typing "addbots 10" or the number you wish.
Have fun!
- new cliff detail
- more complex detail outside the castle (added stones, bushes & other elements)
- diversified roof house material
After gathering some time, this map has been remastered and adapted to the feedback we received from the official contest and from the scarce, but brave admins that still host custom maps.
Main changes:
- rebuilt and made wider walls (more organic meshes)
- rebuilt castle (and its interior)
- new wall and castle textures (plaster & stones)
- built hamlet outside stronghold with "raise the flag" or KoTH objective to enable forward spawn
- improved courtyard layout (added blacksmith)
- smoother siege tower collision
- changed landscape materials
- changed skybox
- changed lighting & shadows
- removed controversial ambient sountrack
- adapted huds to new system (+ made blinking huds on crank capture)
- added props & other details
I could request Hennio to work a way round to it, but Im not gonna ask him to do their job.
- solved Mason Lord death during Force Respawn (when he moved outside and the doors were destroyed)
- house HUDs working
- gate inscription working
- objective chat messages show up in green
Enjoy!
Here is the change log for the last update:
Added visual content
Polished siege tower functionalities
Added bot support
Killing mason supporters now adds points instead of subtracting
Solved ramp glitch
Blinking HUDS when lowering drawbridge
KillZ volume fix
Several small fixes
Yeah man, dont get me wrong you get whiners no matter the thing. I just suspect if your map gets entered into the competition, i could see it being stripped of the music and brought in-line with other Chivalry maps!
Cheers mate.
While it does provide a good bit of dancing opportunity as you push the siege towers forth the Keep. IT does seem a bit out of place at times.
I like it though, hah.. though I can see it being taken out if your map ever got to become an 'offical map!'
At the moment it looks very basic, maybe change lighting? Night-time, Rain? Something to set the mood. There is a vast empty sea out there too. Maybe a light-tower, scattered islands and an Agathian fleet bombarding the keep?
Just some ideas Corsario, you have an excellent map which has A LOT of potential graphically and you can take it many, many ways.
Hell one would think that is the best bit about making a map, knowing that the gameplay is fun and balanced. Finally you can take your time to make her look as you please!
Cheers man!!
- Solutions above are meant to clean the client files so you are able to fresh download again (if you followed Solution n.2 you deleted the map.. so you can download it again by resub). I'm not sure how Hamachi works, but I believe the fresh DL should show the file in LAN too.
- the gate and elevator glitches are not frequent, but will be solved with the next release. We may also introduce description to peasant stage HUDs (for the houses with destructible doors), even though I dont like text being all around.
- the peasants deducting points instead of adding has to do IMO with the way peasant NPCs are configured in the game. They were probably set to be killed by Mason in maps such as Stonehill. We'll keep looking on to it.
As I said, we are glad you like the map! The new TO map will include lots of special & innovative features. I'm sure you won't be deceived!!
it is the same if i try AOCTO-Whitenest_p, .udk
and in my maplist i can't see AOCTO-Whitenest_p
and sry for my bad english :D
Thanks for the feedback!
Still, it's a fairly small DL and new updates are appreciated!!
- ambient + final music changed
- added HUD to the 3 houses with destructible doors that deactivates when their peasants are killed
- added 2 minute time bonus after peasant stage is completed
- the 3rd hung agathian body is visible now