Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Colosseum
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Update: 15 Aug, 2014 @ 7:57am

Update: 15 Aug, 2014 @ 2:35am

HOTFIX:
Fixed team modes not spawning any players or randomizing map.

Update: 14 Aug, 2014 @ 11:32pm

UPDATE:

This update was purely focused on fixing problems and optimizing the kismet/script for the map.

FIXES:
- Players should no longer spawn in water.
- Players should no longer have spawned disabled when randomizing the map sometimes.
- Water in new forest content now is not solid so players walk IN the water, not ON the water like a Jesus.
- CTF support for new stuff except the Naumachia (boat battle).
- KOTH no longer tries to load new map stuff that doesn't support KOTH.
- Springs now have a longer cooldown to alleviate the nightmare of trying to get into a gateway to capture the enemy flag.
- Axes and Hammers from pendulum should correctly disappear when arena changes layout from randomize command.

And other little things...

Update: 14 Aug, 2014 @ 2:10am

UPDATE:
- Added some more super secret new stuff.

- Spawns should now be fixed up, so no more spawning in the water all the time (hopefully not anyway (I tested thoroughly offline to try and break it, but couldn't. You only end up in the water if you randomize the arena while on the ground))

- Boat's now have better collision (MUCH BETTER!) as I added a custom collision mesh to them.
They are also better optimized. Each boat was about 20 objects, not they are 1 object each, this will be less strain on the server.

This new stuff is not focused on new traps however......that is all I will say ;)

Update: 13 Aug, 2014 @ 2:13am

UPDATE:
-Added super secret new stuff ;)

Update: 11 Aug, 2014 @ 2:34am

UPDATE:
This one is mostly bug fixes, but and the inclusion of an FFA duel map for classic duels.
I have been working on new props/traps, but they aren't quite ready for release yet, hopefully they will be in the next few days.

Here is the change log:

FIXES:
- King of the hill volume and HUD marker now moves correctly.
- Springs now reset back to the ground after the map resets (tower disappears)
- Pendulum Axes and Hammers now disappear correctly after round change.
- Fixed Pendulum gates collision, and prevented them from remaining in the map after round change.
- Spikes that had no collision have now been fixed and have collisions.

GAMEPLAY:
- King of the hill capture time adjusted to 2mins
- Fire damage from fire totem now activates later, so that players aren't getting set on fire when it isn't bursting out flames yet.
- Fire Damage distance from fire totems is reduced to something far more reasonable, less frustrating to get around.
- Ballista's can no longer shoot every 3 seconds, has been adjusted upwards.
- Players can now fully explore the Colosseum without getting stuck. Teleporters in problematic doorways and stairs allow players to pass through with ease. This means that players can now get right up to the top floor of the Colosseum :D (This took forever to do ><)

NEW STUFF:
Added in AOCFFA-ColosseumClassicDuel_p.udk for classic duels as requested.
This is the same as FFA, however gates are opened by default, and there are healing fountains inside every gateway.

Update: 9 Aug, 2014 @ 11:59pm

UPDATE:

- Fixed King Of The Hill capture volumes.
They now actually are activated, and will dynamically change based on props. For some reason when I released, they were disabled.

Update: 7 Aug, 2014 @ 4:29pm

UPDATE:

I needed to fix bug with objects not all loading in correctly on server, and basically servers falling apart on this map.
It was due to props having hundreds of objects in them. I've now combined all those objects and made them as singular entities, so that instead of the server having to load 1000+ objects just to have 2 or 3 props/traps, it now only needs to load 2-3 things, which is far less strain on the server, and also runs better.

King of the Hill wasn't as dynamic as I thought. I did set it up to be dynamic, but King of the Hill game mode only supports 1 capture volume in the map, where I have about 4.
Now when playing King of the Hill, it just loads one of the latest assets...which is in the next paragraph.

There is a new prop, a big ol' tower o' wood with ramps to get up to the top.
The tower spawns with a horizontal swinging axe in the 1st storey. On the 2nd story, a hole in the floor above that axe, and above that, another hole, but with a rotating platform.
On the top floor is an open hole too.

At each corner of the rooftop of this tower are massive big Windmill blades which spin slowly in a horizontal axis, to whipe players off the top floor, however it is unavoidable.

Thw tower also has a chance to spawn spring traps up the top which will potentially fling players off the tower if they are not careful.

Many bug fixes were made, and the kismet is cleaner too.

Now I can work on more new stuff :)

Update: 7 Aug, 2014 @ 2:24am

Update: 6 Aug, 2014 @ 6:35pm