Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

WHITENEST - Barbarian stronghold
117 Comments
Клиторное масло 19 Dec, 2022 @ 6:54pm 
Love
Stefinger (SVK) 19 Feb, 2018 @ 1:14pm 
I love this map my favorite best out there
Balthuzad 1 May, 2017 @ 9:20pm 
I LOVE this map. Great work to the modders who made it. :steammocking::steammocking:
•҉Baron von Moorland 28 Dec, 2016 @ 3:45pm 
Oh yes!!!!
Corsario  [author] 28 Dec, 2016 @ 2:34pm 
Udpate notes (adjusted map to vanilla standards):

- 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!
Rhodesians Never Die 5 Dec, 2016 @ 6:59pm 
Go AGATHA
•҉Baron von Moorland 12 Sep, 2016 @ 1:46pm 
Yup.. we play that one often as well.
Corsario  [author] 12 Sep, 2016 @ 12:06pm 
You can also have a look at Parodin! Im pretty proud of that map, but there is a small bug with the gold bags that sometimes stops the objective. Ill ask Hennio to fix it if I know someone is playing it ;)
•҉Baron von Moorland 11 Sep, 2016 @ 7:52pm 
HA! You also helped make this map?!?
We play it on the Moorlands as well!
I'll ensure its up since recent cleaning.

Bravo!
Corsario  [author] 11 Sep, 2016 @ 12:17pm 
Hi @Pyro516. You can subscribe to this workshop item for an auto-download of the map or you can join a server featuring it (in which case the map will download when the server rotation gets to it).

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!
Rhodesians Never Die 10 Sep, 2016 @ 6:03pm 
how do I get it?
•҉Baron von Moorland 20 Jan, 2016 @ 10:17am 
Moorland Skirmishers server has this in the list of many maps. Just ask for it by name when you join. Be nice though, don't be mean.:rflower:
Corsario  [author] 25 Aug, 2015 @ 4:56am 
Very few servers have the map in their daily mapcycle (there is little support for custom maps lately). As far as I know, the servers that include it in the map vote list are:

- 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!
Chris Hansen With Dateline NBC 24 Aug, 2015 @ 4:38pm 
I can't find the map in the team obective section.
Corsario  [author] 24 Aug, 2015 @ 1:34pm 
@Dirty Harry - Map is prepared for bots. Nevertheless, you might actually find some problems to finish the first stage. The siege tower collision is hard for them to climb, but some do reach the wall (increase the number of bots to have a better chance).
Chris Hansen With Dateline NBC 20 Aug, 2015 @ 10:30am 
Can this be played offline with bots?
Corsario  [author] 20 Mar, 2015 @ 4:24pm 
Today's update includes:

- new cliff detail
- more complex detail outside the castle (added stones, bushes & other elements)
- diversified roof house material
Corsario  [author] 1 Mar, 2015 @ 6:42am 
Ok, we have solved all the issues and the map should be running smoothly.

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
Corsario  [author] 23 Feb, 2015 @ 10:52am 
We are working on these few glitches at the moment. Map seemed to work in the editor, but the server version is giving some problems. Thanks for the feedback anyway! We hope to release a working version very soon. We'll announce it once its all perfect.
|ĶiĻă| ReTsTrump 22 Feb, 2015 @ 6:08pm 
Got the recent update: Trebuche animation is still broken, right Siege tower back right wheel is animation glitched, and the King spawned outside the map.
Stefinger (SVK) 8 Feb, 2015 @ 5:39am 
I cant believe you didn t receive an answer its been a a while as long as i know:(I want to play new whitenest so much TBS fix that please.
KhalifahEmpire 6 Feb, 2015 @ 1:01pm 
Corsario, thank you for heads up. That was a VERY fast reponse. Good to know you are still around.:tlove:
Corsario  [author] 6 Feb, 2015 @ 12:30pm 
We are trying to release a big update of Whitenest, but currently the Siege Tower door release animation is fucked up. It used to work perfectly well, until a couple of months. We have asked TBS to solve this issue in the SDK editor, but we've obtained no answer yet. The map cant progress without that animation...

I could request Hennio to work a way round to it, but Im not gonna ask him to do their job.
KhalifahEmpire 6 Feb, 2015 @ 11:24am 
Corsario, I don't see your map anywhere anymore. Are you still in SDK business?
Stefinger (SVK) 15 Jan, 2015 @ 10:15am 
Corsario i was playing your map yesterday and today on my server but it seems to be borken.The doors on both towers wont open when it reaches walls.i can hear the sound of a opening door but nothing happens it stays closed.
|ĶiĻă| ReTsTrump 25 Jul, 2014 @ 7:30pm 
Remove the music and I will host this map again... till then, no thanks it was a good map
Tydesphere 4 May, 2014 @ 3:24pm 
Hey, just wanted to let you guys know that there is a spot that 'hooks' in the siege tower. There is a lip on the top of one of the staircases that makes it so that you can't go down the stairs unless you drop in from the side or jump over the lip.
Corsario  [author] 27 Apr, 2014 @ 5:31am 
Hello Yarnu! Last update includes:

- 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!
Yarnu The Dog 26 Apr, 2014 @ 4:10pm 
Hey comrade Corsario, whats new in the update? :essenceofwater:
Corsario  [author] 6 Apr, 2014 @ 4:16am 
Thanks Yarnu! We are currently working on the night version and hope to release it soon.

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
Yarnu The Dog 5 Apr, 2014 @ 8:52pm 
Appreciate the new graphics! Looks much better! I cant wait for your NIGHT-TIME version! Or with weather effects, new lighting! :catapult:
Tyoson 17 Mar, 2014 @ 6:33pm 
I enjoy the music, as Yarnu said though, a lot of people have sooked about it. Although they haven't left their own feedback, so that's their loss. Cheers for keeping us updated :)
Yarnu The Dog 16 Mar, 2014 @ 6:42pm 
Great to see Corsario, really it is! Hmm, yeah man personally the music is pretty awesome. I just know when the map loads up for the first time and people are just spawning in the chat-log is filled by a couple people saying. "FFS this Map's Music", "How do i turn off this annoying music"

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. :catapult::masoneagle::masonfist:
Corsario  [author] 16 Mar, 2014 @ 12:43pm 
Hello Yarnu. Don't worry, I take into account what you pointed out. We are currently preparing a bundle of improvements for Whitenest including an important graphical upgrade (satisfying everybody's taste is another question). As for the music complaints... I haven't seen too many since the last change... What music is criticized? intro or ambient music? I believe U.F.O. has been making very good music (this last update is very medieval suited in my opinion).
Yarnu The Dog 16 Mar, 2014 @ 8:56am 
Also a friendly heads up. I for some reason am stilling getting many people complaining about the music in your map :(

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!' :masoneagle::gordon:
Yarnu The Dog 15 Mar, 2014 @ 2:51am 
Corsario your map still remains on my server and people are loving it. I understand you are moving onto new projects with your partner and that is fine. I just hope you graphically upgrade 'WhiteNest'.

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!! :masonfist: :bow: :axesword:
|Preda| 8 Mar, 2014 @ 1:13pm 
Hey Corsario, i meant, i can't find the map in my maplist :/
Judeo-communism 8 Mar, 2014 @ 8:55am 
Thanks for supporting your map! It's still the best one out there! I really hope your next map keeps the siege towers, they're my favorite part! :)
Corsario  [author] 8 Mar, 2014 @ 7:08am 
Hello! Thanks for the feedback and support!
- 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!!
Tyoson 8 Mar, 2014 @ 12:01am 
Just thought I'd report a bug. Points are deducted from players each time they kill a peasant. Should be the opposite. Love this map though, keep it up :D
Judeo-communism 2 Mar, 2014 @ 10:42am 
Yeah I've seen some people able to find a very weird jumping route over it, but it's a shame because now all these people who have tried the map for the first time think it sucks. :( This is by far the coolest most fun custom map yet, so thanks for looking into it. I know you're working on a new TO map, keep the siege towers! They're by far the coolest objective ever! And I love the ramparts being so narrow it's made for a lot of 1vs1s in rapid succesion, and jumping out of the towers onto it just so so much epicness.
|Preda| 2 Mar, 2014 @ 9:25am 
how can i play this map on my hamachi server? i made solution 2 but when i start my server there standing: Warning: Failed to load "AOCTO-Whitenest_p.udk : Can't find file "AOCTO-Whitenest_p.udk

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
Corsario  [author] 2 Mar, 2014 @ 3:48am 
I'll check that issue, but I think the ramp works. The problem is probably due to somebody placing himself behind the door when it is pushed by the ram. In the next release I'll close the barricade behind the door so no one places himself behind it when it opens.
Thanks for the feedback!
Judeo-communism 1 Mar, 2014 @ 7:36pm 
Latest build broke the ramp that leads into the town after ramming the gate down. It can't be climbed any more.
Corsario  [author] 1 Mar, 2014 @ 1:28pm 
Yes, you can simply type what you said and it would open the map. However, the objective sequence only works well if you have players (bots are not supported.. we need a little time to configure that aspect).
Douch3bagJohn 1 Mar, 2014 @ 11:58am 
I know this is a noob question, but how would I open it local? (Like would I type in console "Open AOCTO-Whitenest_p.udk"?)
Yarnu The Dog 1 Mar, 2014 @ 4:38am 
No worries mate, all in all you've created a really fun map. BTW, after Agatha ram down the gate. The sloped gate (Ramp) is bugged, you need to scale the boxes to get over. :catapult:
Corsario  [author] 1 Mar, 2014 @ 3:56am 
Haha... I've concentrated the updates in a short period of time so Whitenest is ready to be left aside while we create our new TO map and to minimize the disturbing DLs. I think this is the last version for a long period (maybe I'll correct a couple of issues concerning the elevator getting glitched etc, but ill tell you on time).
Yarnu The Dog 28 Feb, 2014 @ 7:04pm 
Great to see you pouring so much time and effort into your custom map. People really appreciate the new changes. Although, with each update comes the need to 'redownload' the entire packaged map and I've had a couple of whines on my server about that! haha.

Still, it's a fairly small DL and new updates are appreciated!! :masoneagle::axesword:
Corsario  [author] 28 Feb, 2014 @ 9:03am 
LAST HOTFIX INCLUDES:

- 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