Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

BELMEZ - Ancient Fortress
109 Comments
•҉Baron von Moorland 31 Aug, 2016 @ 6:07am 
Heck yeah!
Friend invite inbound...
Corsario  [author] 31 Aug, 2016 @ 3:20am 
Thanks a lot! I recall my friends and I having a very good time doing those screenshots in our alpha private sessions. The map was very ambitious and has been the source of more than a few headaches, but its been very satisfying to see a lot of positive feedback and to play it as an official map.

Ive pretty much left Chivalry behind, but your comment has reminded me I have a map in the drawer which is almost finished. Its an oval arena style map which your Moorland Skirmishers community might enjoy. You can even name it, cuz I still dont find a term that suits it (I can send you some screenshots via steam for that purpose). Keep an eye on the workshop!
•҉Baron von Moorland 30 Aug, 2016 @ 9:52am 
Amazing map! and your screenshots for the map are really well done! Love the one with Maulric pointing on the map!
Penguinator 8 Jul, 2015 @ 8:03pm 
badass, dark, and epic
SkipSkool 5 Jun, 2015 @ 3:16pm 
Hi Guys and Author Corsario

I am hosting this and some other custom maps on my server.
The IP is: 77.59.182.159:7777
You can directly connect using the console ingame by Pressing ''〜''.
If that doesnt work try the apostrophe key. On my keyboard it's one of the keys just to the left of Enter.

Once console is open enter: ''Open 77.59.182.159:7777''

You can also find the server in the browser with the name ''Custom Maps LoTR GoT Fast Download EN/DE''

Thanks and have fun
Edward Plantagenet 3 Jun, 2015 @ 9:54pm 
Love this map
Kushala Hater 16 Mar, 2015 @ 6:15pm 
I feel it should be reversed:
Agatha defending
Mason attacking
that would make more sense to me.
Root Beer Enthusiast 26 Oct, 2014 @ 9:17am 
this is a damn good map
Reese 26 Oct, 2014 @ 12:06am 
Congrats on the map getting into the base game
6eJla9l_XyEMPA3b 19 Oct, 2014 @ 11:38pm 
Говно, карта не работает
SIR. Robert 14 Oct, 2014 @ 3:43pm 
Im so glad someone made a map that looks like a real siege. This map is about as realistic as the game gets. Scaling the walls as agatha and climbing the tower to hold off 2-3 mason knights with my longsword for enough time for the rest of the team to rescue me and plant our flag on the tower is how i will remember this game. Hats off to you.
Corsario  [author] 13 Oct, 2014 @ 3:31pm 
Thanks for the compliments Ahchu the Niggardly. It means a lot for us that players enjoy the map as much as we do and the way we conceived the objectives. As you say, we tried to keep the mission as plausible and realist as possible, taking into account the limitations of aesthetics, gameplay and balance.

We are currently quite disgusted with the modifications introduced to the map after the official integration. Theres been a lack of consideration towards our creative decisions (a game level is after all, a piece of art), specially when the atmosphere has been ruined (both aesthetically and in terms of sounds). We hope certain people still play and enjoy the original custom map.
CHUD 12 Oct, 2014 @ 4:25am 
This map is Greatest A++++++ I enjoyed everything about this map. TB should take note of this map as an example of how TO maps should be like! The dark colours give a very gritty dark age feel to it. I love the attention to details on the map from start to finish. Things like the corpse riddled marshes where was once a battle fought, to the remnants of an epic siege on the walls. The map design is top notch and the objectives are PLAUSIBLE - that is what I love most . What I mean by plausible is that they would be realistic objectives. In comparison to the map Citadel: turning the ballistae to shoot down a palisade is NOT plausible (not to mention the volcanos and train carts). The objective and map design gives attackers many paths and options is always a plus. The final objective is EPIC - a great idea! Many times I have seen both Kings go at each other in an epic final show down. . Best Chivalry TO map hands down!
Corsario  [author] 25 Sep, 2014 @ 11:30am 
Thanks a lot. We are glad you like our map.

ALADOR *****[ESP] >> Sí, cogimos inspiración en el castillo y montículo del pueblo de Belmez, pero sólo se parece en la fisonomía de la colina y en la silueta del anillo amurallado superior. Lo demás lo fuimos ideando y confeccionando para darle ambientación a la batalla. Pronto será integrado como mapa oficial.
ALADOR_ESP 24 Sep, 2014 @ 6:09pm 
Pero que mapa más guapo. ¿Te has inspirado en Belmez ,provincia de Cordoba en España ? .
Clovis FR 23 Sep, 2014 @ 9:34am 
thx for job very best custom map !!!!
Jokku le ronin 10 Sep, 2014 @ 11:27am 
Great custom map and very beautifull! Thank you very much for this AWESOME map and your big work! I added this map on french server [MC] Morte Couille! Highly recommended! ;)
Corsario  [author] 1 Sep, 2014 @ 12:51pm 
ShredatorFIN + HeadHunter 276 >> Thanks for the compliments! Im glad you like the map more than others have done! We are also expectant about its official integration.

Vlad the Crusader >> boats move by themselves in more of a cinematic intro.

SkyForceOne >> any adjustments are now in the hands of TB. Nevertheless, lets hope theres no major changes.

See you on the battlefield!
Shred 1 Sep, 2014 @ 12:41pm 
Fucking epic map! Just played my first round there, and it is absolutely awesome! Better visuals than in ANY of the original Chivalry maps. I like the overall gritty visual style, variety of objectives and thought put into this. Torn Banner should hire you good sir, because your map is better than theirs. Just needs like 64 player server to do justice for it. Can't wait it to be official content.
šamaš_ekkur 30 Aug, 2014 @ 10:28am 
How to control a boat?
Tyba 15 Aug, 2014 @ 11:18am 
hey, i just realized that you can enter the last mason spawn as Agatha, theres a fence leading up to the wall near the left barricade, when you enter the upper fortress. Takes a few seconds between fence and barricade to glitch throught, just if youre interested in fixing it. Its nothing crucial tho...
HeadHunter 276 11 Aug, 2014 @ 1:58pm 
Congrads on getting a spot in the top five! Looking forward to seeing this go live as official content!
U.F.O. 6 Aug, 2014 @ 5:04am 
Add to your server launch batch and server download automatically:

-sdkfileid=271294467
Jellyfish 5 Aug, 2014 @ 3:15pm 
Hi Corsario, how do I download this map to upload on my Clanforge server?
Corsario  [author] 5 Aug, 2014 @ 1:51pm 
7th Update Released!

Changelog:

- Final balance adjustments

- Update to new HUDs system

- Added new custom HUD for burning objective. Icon comes from endlessicons.com
Borgir 28 Jul, 2014 @ 9:23am 
Malric-approved.:masonfist:
Skl3ros 27 Jul, 2014 @ 12:52pm 
played it today and it's great! the flag part was a little bit confusing but apart from that I wouldn't be surprised to see it as a next official map in the game. :)
Corsario  [author] 22 Jul, 2014 @ 4:48pm 
6th Update Released!

General Changelog:

- added Optional objective to 1st stage: "Recover the Supplies to capture the Forward Spawn".

- removed the last remaining "deadly waterhole" + placed a wooden bridge instead (I beg pardon to those who liked it as we did, but after some discussion we agreed to remove it for the sake of casual players' experience).

- improved the definition of the forest spawn (with a particular barricade for the exit) and gave the adecuate orientation / facing to player spawns.

- fastened the dungeon padlock with chains to improve realism + added cloth effect to one remaining flag (big thanks to Massive for those observations)

- improved framerate + one of the towers lightmaps.

- added more complexity to background trees.

- added water hit effect when tower is breached with catapult.
Corsario  [author] 16 Jul, 2014 @ 7:18am 
5th Update Released! Special thanks to Yarnu the Dog for his help!

General Changelog:

- removed spiral staircase + placed normal wooden internal stairs featuring pigeon sounds (with 2 exits [1 of them keeping a section of the spiral stairs])
- added log bridge to connect the 2 main paths in the swamp
- solved barricade ramp glitch on Mason side (in the last objective)
- solved collision glitch near the catapult breach + other
- placed Agatha Flag spawn on the small island (thus reducing time spent moving back and forth)
- improved lighting in the village
Corsario  [author] 9 Jul, 2014 @ 10:28am 
Hello there. You can launch the map by opening the console and typing "open AOCTO-Belmez_p" without the quotes. Currently the map doesnt support bots, but you can start the mission typing "addbots 1". If you want to play the map multiplayer you must find custom content servers such as Acero Toledano, Democracy Manifest, Yarnu's server or official custom map servers.
Super Earth President 9 Jul, 2014 @ 7:39am 
how do i launch this map
Yarnu The Dog 8 Jul, 2014 @ 7:44pm 
Awesome!!!!! :masoneagle: :masonfist: :axesword:
Corsario  [author] 8 Jul, 2014 @ 10:42am 
4th Update Released !!

General Changelog:

- timer adjustment
- added pointsvolume to cart
- added decoration + cover to hill

Objective Changelog:

- added Optional objective for 2nd stage: "Breach the left tower with catapults to outflank the enemy." (this will give access to an internal ladder inside the tower that will make things easier for Agatha's assault).

Ryuk9210 7 Jul, 2014 @ 3:29am 
Bello bello! davvero ben fatto!
timbot93 6 Jul, 2014 @ 10:01am 
awsome map!
a few ideas from me:

1) the swimming spawn boats could be taxis during game and you can jump in when they are near the normal and they will bring you to the village/camp and than they will return and so on! this would give them a greater meaning during battle and not just at the start.

2) Agatha should be able to burn the commander. this would not only dishonor the mansons but also bring the torch spawn nearer to the farmhouse. dont mark this, just leave it as a hidden trick to add more variety ;)

good luck guys!
Corsario  [author] 30 Jun, 2014 @ 5:38am 
+ we have added LTS in the Crypt & Dungeon scenario
Corsario  [author] 30 Jun, 2014 @ 5:37am 
3rd Update Released!

General Changelog:

- multiple minor fixes (collision glitches, blocking volumes etc)
- added cover
- added decoration
Nuudles 28 Jun, 2014 @ 1:35am 
Looks really great!
Burgzaza 27 Jun, 2014 @ 4:51pm 
cool ! will try that !
Corsario  [author] 27 Jun, 2014 @ 3:56pm 
2nd Update Released !!!

General Changelog:

- swamp shortened for Agatha
- huge framerate improvement
- added cover in the form of dolmens & rocks (specially for 1st and 3rd objective)
- crypt expanded (includes a Pantheon) offering an alternative route to the dungeon
- reduced swamp deathpits to 1 + improved the skull signs
- added tactical & general tips
- HUD revision in the last objective
- added ballista for Agatha in the 2nd objective
- added another "basket of stones" to the wall pointing vertically to cover one of the ladders
- closed well the barricades to avoid running back the stages
- decoration & general polish
- time adjustment

Objective Changelog:

- 1st Obj: less marathons for Agatha + removed Mason path to the central pyre
- 2nd Obj: added another route to the gate tower
- 4th Obj: alternative route to dungeon + destroy door optional objective


Burgzaza 26 Jun, 2014 @ 7:48am 
np ! and great :)
Corsario  [author] 26 Jun, 2014 @ 7:42am 
Ok. Thanks Sir Galahad, I know what you mean. Ill have them well closed for the next update, which will take place tomorrow so you can all enjoy during the weekend.
Burgzaza 26 Jun, 2014 @ 7:37am 
I don't remember exactly how we got there.

for the first wall : the right-side tunnel is still opened ( witch lead to the flag place or to the other side of the wall )

for the upper wall, just jumping above the ( too ) little barricade that spawn in the game we blowed up... if I recall right.

( if it's not precise enough I'll make some screenshots )
Corsario  [author] 26 Jun, 2014 @ 7:20am 
Thanks for the feedback!

I listed all your points and we'll take them into account. However, U.F.O. told me you found a way of getting out of the map with the King. Where did you find both escape points ?? (1st and 2nd wall should be closed for the Kings). I think an open point is on the side of the 1st gate, but not sure of the upper wall opening.

I would be glad to get some images of the exact places (you can upload them to imgur and post them on our map's thread in the forum) or pm me.
Burgzaza 25 Jun, 2014 @ 8:50pm 
Great map !!!
We just played it like 2 hours 5v5 at best but it was still awesome ;)
It needs a full serv to reaveal it's tue potential, so joiiin !

We had a lot of fun with all the smart mechanics like pushable ladders, drakkars, traps in the swamp, sort of capture the flags, the design and the sounds in the map...
really a great job you done there, congratz and best luck for the contest !


few bugs or stuff I noticed :

There is a way for the kings or players to come back too the first stage, passing in a nonclosed tunnel in the first wall.

the screams of the burning agathians are a bit annoying at some point ^^ more time between screams should be cool

few, really few collision gliches:
-the cliff just next to the cart way, you don't always die falling there.
-possibility to climband get in the "forest" at the right side f the starting map.

and... that's all I noticed, in some hours of pure fun ! :)
Luca T☻ni 25 Jun, 2014 @ 6:48pm 
fantstic map, i like it.10 from me! :tornbanner:
Hennio  [author] 24 Jun, 2014 @ 1:16pm 
When you subscribe it will download automatically, and it will update when we release a new version. To play inside open the console and type "open AOCTO-Belmez_p" without the quotes.
Vangel 24 Jun, 2014 @ 6:06am 
Thank you very much for the answer!!!

I suscribed, but after that, I couldn't see any "download button". I can't find how to download it, so I'll search it playing inside.

Thank you too for working on this map for so many months, it really looks very enjoyable :D
Corsario  [author] 24 Jun, 2014 @ 5:54am 
Thanks for the compliments! We are glad you like the map!

Vangel>> the map can be downloaded by subscribing here or playing inside a server which is running it.

[O-D-G] Uruk-Hai>> we have been several months working on this map, giving it a small time every week. Private testing enabled us to solve the more technical and game breaking issues and now we are concentrating on balance and gameplay suggestions. We invite you to play the map in "BELMEZ - Ancient Fortress TEST [Map by Corsario & Hennio]]" !!
Uruk 23 Jun, 2014 @ 4:01pm 
you map its more greate
i like the ambiance and the atmosphere
How long have you put to create the map ?