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Friend invite inbound...
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!
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
Agatha defending
Mason attacking
that would make more sense to me.
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.
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.
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!
-sdkfileid=271294467
Changelog:
- Final balance adjustments
- Update to new HUDs system
- Added new custom HUD for burning objective. Icon comes from endlessicons.com
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.
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
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).
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!
General Changelog:
- multiple minor fixes (collision glitches, blocking volumes etc)
- added cover
- added decoration
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
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 )
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.
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 ! :)
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
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]]" !!
i like the ambiance and the atmosphere
How long have you put to create the map ?