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I'll hopefully have a demo out towards the end of the year, but I make no promises on that, so much work to get done.
If you're interested, check it out below.
If not, that is totally OK too.
https://store.steampowered.com/app/1132670/Metal_Heads/
I am still unsure if the battering ram works. If not, unfortunately the map is dead :(
Torn Banner were interested in buying the map, but only if it was half the size...might need to look into fixing it up again.
Thanks for letting me know mate, muchly appreciated :)
AOCTO-OnTheEdgebeta_p is the entire map.
AOCTO-OnTheEdgeP1_p ends the objectives half way through (at the capturing of the town hall).
*crosses fingers that it works*
I believe it was due to a change in the Chivalry code perhaps...since the last version (the current one) was working fine, and then I got reports that it didn't work anymore.
It's a real shame, I know quite a few people wanting to play it, and even the devs of chivalry expressed interest in the map, but it is unfortunately unfixable, and I have moved onto other avenue's....I guess the map is pretty much dead unless one day I randomly decide to go hunting for a way to fix it.
Sorry :(
I tried the most basic implementation of the battering ram in another map, and it worked fine, then tried the exact same implementation into the latest version of On The Edge, and it absolutely will not work.
This workshop version actually worked a while ago when I ran my own server, so this is really disappointing to see my hard work messed up by something unknown and out of my control.
Unfortunately, unless Torn Banner can help me out, the map is dead now :(
This is really bizarre since the last update worked perfectly fine, but now it doesn't.
I checked out an older version of the map and it works, so I'm going to try and fix up the newer version.
The problem is, the scripting is identical, so i'm not entirely sure what is wrong....which might take me a bit of time to work out how to fix the issue.
Stay tuned...
- Released a Part 1 version of the map which eseentially splits the map in half. The part 1 version ends at the town center with Masons needing to either kill the captain, or capture the hall.
- As a result of a part 1 version being released. The town center captain now spawns like a king, but has a Knight's skin. What I mean is that the captain is not determined by who spawns first on the Agathian team once the objective is activated. But the highest scoring player is made captain unless he declines. (just like a kill the King objective).
- Also as a result of part 1 version. I scrapped a lot of detail in the 2nd part of town, which should hopefully improve performance even further for players, however it is difficult to tell if there was a difference with my computer.
What I don't like is CastleAssault, Cove and Bazaar. Belmez should have taken first.....but once again, that is just my personal opinion. My map wasn't really ready for the judging. It's good NOW, but not at the time, so fairs fair I suppose.
Also a common issue is that you try to join a server with the map (any map) and it comes up with an error, but then you try to rejoin and it works.
Steam workshop has always been a pain with Chivalry. And there is nothing I, or you can do about it, it's just there :(
I tested the map on my server yesterday and had zero problems (except the ladder not working the way it is intended), so it's not a map problem, it's a server/workshop problem.
Check out changelog for list of changes.
It is mostly fixes to HUD markers to make gameplay more intuitive, but also added alternate way to get into town center for attackers, check log for more details.
Check out the changelog for a list of changes.
Hotfix to fix lighting in the interiors.
Interiors no longer have pitch black lighting.
Attempt to make the new objectives more intuitive/understandable, without making it easier to complete.
Also fixed several HUD markers that show progress bars for some odd reason.
Still more fixes and changes to come.