Pirates Vikings & Knights II

Pirates Vikings & Knights II

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pvk_bootyman
   
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Categories: Maps
File Size
Posted
Updated
11.391 MB
21 Jan, 2017 @ 1:57am
27 Mar, 2017 @ 11:46am
2 Change Notes ( view )

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pvk_bootyman

Description
Because this map was obtained without the original maker's permission (I'm not sure who they actually are), I'm willing take down the workshop page for it if they ever ask me to do so.
Original maker is unknown.

NOT MADE BY ME!!! I SIMPLY UPDATED A FEW THINGS!!!


Uploading it here for the sake of preservation.
Changes:
*Added color correction
*New skybox
*Better navigation in the trenches around the castle
*Improved working cannon

Feedback/suggestions are greatly appreciated!

Upcoming:

*Properly working cannon
*New territory assets
*Hopefully better ladders
*New spawn locations
*More small fixes and improvements

Because this map was obtained without the original maker's permission (it's unknown who they actually are), I'm willing take down the workshop page for it if they ever ask me to do so.
5 Comments
Dada Poe 27 Dec, 2019 @ 11:32am 
yes in early beta testing 2007 ish times this map was used by dev's to have fun and to test new melee combat mechanics. Was a fast and easy load with max player spawning. Regardless of how crappy your computer was. While its not some thing to be deemed official it was very useful in the development of other aspects of the game.
Momo  [author] 27 Dec, 2019 @ 11:17am 
ey, this map's got history!
Dada Poe 27 Dec, 2019 @ 11:05am 
the cannon pointing in the middle of the map was originally used to brake the tower of chest in beta 1.0 it was the number 2 location your team had to protect to win the round. In beta 2.0 it was changed to spam explosions in the middle of the map. When to many players made the mistake of camping the middle area. Much like how the pirates keg works. Which forced players to be more tactful about where they chose to have there melee battles. in a test revamp i lost in a hard drive crash. a random event caused the map to flood with water. which also forced players to fight on the walls. this was why the outer edges of the map where raised hills. So no one spawned in the raised water. and the draw bridge and other debris over the mote was a choke point of battle chaos. but gave players a way to walk over the water hazard without getting slowed down.
Dada Poe 27 Dec, 2019 @ 10:49am 
in beta 2.0 the chest movement was nurfed and the original objective no longer worked. As homage to the original objective. the tower was left with some beer bottles. The map was revamped into a territory map. but its over all design is ment to be mostly kill each other which is why the capture points where left open. Your not actually intended to capture the objective. More so practice the melee combat mechanics of the game. This is primarily why you spawn randomly around the map.
Dada Poe 27 Dec, 2019 @ 7:40am 
It was mine, back in pvkii first beta 1.0 the chest could be pushed out of the drop area by other chest and you could stack them on top of each other. The tower in the middle was for you to take the chest there. Here is the kicker. the platform you needed to place the chest on was small. but there was 8 chest needed to capture the map. and yes arrows and bullets could knock the chest down. So you had to stack the chest on the tower and prevent the other teams from removing chest or knocking them down. So you had to basicly keep every one away to win. LOL thats what made it fun.