Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

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TO_BlackSpire v1.0
   
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Game (maps & mods): Medieval Warfare
Mod and/or Map? (maps & mods): Map
Map game modes (maps & mods): Team Objective, Free-for-all, Team Deathmatch
Misc. (maps & mods): Fortification Map Contest
File Size
Posted
Updated
58.781 MB
18 Jun, 2014 @ 6:29pm
30 Jun, 2014 @ 10:28am
5 Change Notes ( view )

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TO_BlackSpire v1.0

Description
Welcome to BlackSpire! Cripple the enemy by destroying their supplies and statues, capture the Wall and kill lord BlackSpire!

Changes from alpha & beta:
- More lights in the level
- Spawn points are protected
- Less rain - less particles - less lag
- More time for taking the wall objective
- Lots of minor tweaks
- Functional Team Deathmatch and Free For Fall maps
- More paths to the objectives
- Spawn points location changed
- Fixed clipping in various areas

Currently this map supports “team objective”, “deathmatch” and “team deathmatch” game modes.

Objectives:

Destroy the Statue of the Old Knight

To lower the morale of the enemy, you have to destroy the Statue of the Old Knight in the middle of the BlackSpire bridge.

Destroy the Enemy Supply Barrels

There are a bunch of supply barrels in the unfinished tower. Find them all and dispose of them! But it won’t be easy – the tower is equipped with ballista and boiling oil cauldrons!

Capture the Wall

There is a signal fire on top of the massive BlackSpire wall. Capture the wall and let your comrades know by lighting a signal fire.

Defeat Lord BlackSpire

The lord of the Towers hides on the top of the wall. Find him and assassinate him.

Special thanks to people, who helped me locate the bugs and tested out the map. Cheers!
14 Comments
Elodin  [author] 30 Jun, 2014 @ 10:44am 
Added a polycount thread link.
Elodin  [author] 30 Jun, 2014 @ 10:36am 
Caladbolg, thank you so much for testing my map and pointing the bugs out. I changed a lot and I hope this version will be more than playable.

If you find anything else - just message me.
IUSTINUS 27 Jun, 2014 @ 12:35am 
Alright I just playtested this. So here...we...go.

Ok so first off great job on lighting and fixing the stairs. I had no clipping issues anywhere on the map so that part is done as well as lighting : ^ ).

You also did manage to bring down the lag and up the premormace overall. You still experience lag though when you are on the wall looking out on the river, just do anything you can to increase preformance without ruining the atmosphere; removing grass, and other things like that will help up preformance.

With the objectives, I would increase the time the attackers have to burn the pyre AND more time to kill the king. I did a test and it took me 3 minutes to get to the top WITHOUT any masons protecting it. This means that it would be almost imposible to complete if people were actually trying to defend it. I would make it at LEAST 10 minutes for this objective. And make the king 8-9 minutes.
IUSTINUS 27 Jun, 2014 @ 12:35am 
The level design is also troublesome in some areas. For the second objective one of the crates is nice and snug in a place behind a wall and there is only one way to get to it and it can easily be defended by Masons. Move it somewhere more balanced.

For the third objective, when you are ascending the wall there is only one stair case that goes up. This can also be easily blocked my two tower shield knights. Maybe put a ladder or some other way to get up, NEVER only have one way to the objective.
IUSTINUS 27 Jun, 2014 @ 12:35am 
Lastly, the king objective time is far to low. I would again suggest extending the time. Also the area this objective takes place in is flat and open. Mason archers can easily pick of the Agatha without them even getting close to the king. I suggest more cover. Another HUGE thing is to MOVE the agatha spawn at the top of the wall once the pyre has been lit. There is no way people will walk all the way up the wall only to be sniped by the mason archers ;)

You are getting closer though. Keep working because you really are almost there. This map will soon be alot of fun online. Thank you very much for your hard work.

-Caladbolg
Elodin  [author] 26 Jun, 2014 @ 10:14am 
Ok guys! Lighting changes, particles and rain changed, spawn zones protected.

Check it out and let me know if you find some bugs.

Oh, I also fixed the stairs.
Skindiacus 24 Jun, 2014 @ 4:45pm 
...
Okay, so they don't have to be. But every TO map has inaccessible spawns and they're there for a reason.
Elodin  [author] 24 Jun, 2014 @ 4:16pm 
Well thats weird, couldn't find the rules about it. Can you post the link, please?
Skindiacus 24 Jun, 2014 @ 1:47pm 
The spawns have to be inaccessible, you know.
Elodin  [author] 23 Jun, 2014 @ 11:48am 
And thank you so much for feedback! I appreciate it!