Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Urskogen MapPack (Update)
79 Comments
Bo XiLai 2 Jul, 2014 @ 12:41am 
It is a nice map just a few bugs here and there one with the agatha spawn but other then thats heaps of fun
Nakusuru  [author] 5 Apr, 2014 @ 6:01am 
ill let you know when the new things are done for testing im doing a bigger update on hemkomst and urskogen
Yarnu The Dog 5 Apr, 2014 @ 5:27am 
Nakusuru! We've tested your map intensely over here in Aus. Just recently I've seen a TON of new maps enter the workshop, I'll be dropping off the older maps and those which cause controversy amongst the players in order to test the other maps!

Please let me know when your 3rd one is ready, or if there are any new changes which need to be tested in either Hemskomet or Urskogen! :masoneagle: :bow:
Nakusuru  [author] 5 Apr, 2014 @ 5:04am 
its a 2 min push to finish the first and then 2 min for the next part and the cellar has 2 ammo boxes dont think it need one more in there but thanks for the feedback mate
Bmikes 5 Apr, 2014 @ 12:07am 
On Urskogen, if you shorten the cart push quite a bit, I feel like this could be fun. That is such a long way to push. Also maybe add an ammo pick up on the other side with tourches when you blow up the barrels. You did good at making it look nice!
Yarnu The Dog 26 Mar, 2014 @ 1:46am 
What the? Noticed my feedback glitched out and vanished. Anyway man, got a ton of more feeedback from Hemskoset. Next time you are online catch me.

it is very important we try balance this map asap, recieving a ton of flack for some objectives on the map.

+ some stuck spots i've located.

Cheers yo
Nakusuru  [author] 21 Mar, 2014 @ 4:50am 
I do realy enjoy getting this great feedback so hop I dont sound like a duch my typing is not realy that great.
Nakusuru  [author] 21 Mar, 2014 @ 4:43am 
Players that have more experienc will not just lmb and even normal players shouldent seens the light is dim and the trees are there players shouldent be affraid of going in to the tree line to fight and it stops a bit of unnessesary teamkilling. I think that how the normal chiv maps are is just one way to looking at the game and gameplay but I have tryde to do something thats not like those maps more cluster more debry to challeng players more and not just have maps open for lmb and force them to think a bit more on what they do.

But if player think other wise I will look in to the lay up of the map and see what i can do as far as the light i cant do more on it seens I cant see what you see if you know what i mean.

Thanks for the feedback Yoko please check on the hotfix and then come back to me with more info I will do my best to try to please every one but in this game thats very hard to do.
Nakusuru  [author] 21 Mar, 2014 @ 4:42am 
If there needs to be more ruts in to the camp on the second objectiv I can put that in its just that is only 19 tents so not that high of a number and also there is one more torchbox now there. Also im not changing the map on there to make it liner seens it never forces people realy back stonshill has a simeler path if you take a look at it yes its a smaller map but the liner path is not realy diffend only by the way the cart moves. The maps all togheter arn't made to hold 32 realy do to there desings for me to make map that works for 32 I need to make the much broder and thats not realy how I enjoy maps.
Nakusuru  [author] 21 Mar, 2014 @ 4:42am 
Yoko I have relist a hotfix on hemkomst for some balance stuff there and the map to beging with was never made for a 32 player amount more for 5v5 and 24 slot should work fine alot of maps gets clustery with objectivs like this on any map with an amount higher then 24 players. As far as the lighting on urskogen it coms down to your settings for me the map is fine so I cant fix something I dont see on my screen I have light it up more on urkskogen and hemkomst has a diffrent light and skybox all toghter.
John Deadlock 20 Mar, 2014 @ 9:34pm 
Feedback for AOCTO-Hemkomst_P:

The second last objective with the ladders- Again, it's too congested and claustrophobic here and the Agathians spawn WAY too close to the objective. They need to spawn further back, to give the Masons some sort of chance at pushing them back and getting the ladders up. This part of the map needs to be larger, as it is far too small for 32 players.

Other than those issues, good work with the maps! I like the ambush feel in Urskogen, but I think that the contrast is turned down too low in that map. Whatever you've done with the lighting or contrast or whatever needs to be a bit more subtle, as the map almost looks grey and it's just too hard to tell who is friendly and who is an enemy.
John Deadlock 20 Mar, 2014 @ 9:30pm 
Feedback for AOCTO-Hemkomst_P:

The second objective is too congested. There needs to be an alternate pathway. The defending Agathians spawn way too close to the objective, so it's far too hard for the attackers. The first lot of tents are quite hard to burn, but the last bunch in the nook to the rear are nearly impossible. To get through this objective, we've had to have the defenders burn the tents themselves.

After this objective is completed, the next objective is in the totally opposite direction, which is confusing and really slows the map down. I propose that the map either needs to be rehauled so that the following objective is placed behind the tents/camp objective, so that the attackers can continue in the same (relative) direction. The objectives should progress in a linear fashion, rather than forcing teams to completely change the direction they're pushing in.
John Deadlock 20 Mar, 2014 @ 9:30pm 
Feedback for AOCTO-Urskogen:

Could use some alternate routes on this map. Sometimes it's just too claustrophobic on the one, narrow pathway. It becomes a clusterfuck with too many players, and many people have complained about this. It gets too spammy.

Nakusuru  [author] 19 Mar, 2014 @ 3:41pm 
http://i.imgur.com/OSsAEyK.jpg here is a screenshot of the new TO map thats with the urskogen lor
Nakusuru  [author] 18 Mar, 2014 @ 10:52am 
quick update fix texture on cart and light on hemkomst
Nakusuru  [author] 17 Mar, 2014 @ 11:20am 
New Update
Nakusuru  [author] 15 Mar, 2014 @ 5:36pm 
The new TO map is Here! plz give feedback on it for balance
Nakusuru  [author] 15 Mar, 2014 @ 4:39pm 
The New TO map is now done and i will upload it to the workshop soon be ready for some new stuff its the same map but now mason is pisst and want revenge >.<
Nakusuru  [author] 15 Mar, 2014 @ 8:19am 
im almost done already mate just fixing up the last obj
Yarnu The Dog 14 Mar, 2014 @ 6:45pm 
By the way Nakusuru, how goes your second map? I told everyone about it and they're very excited ^^
Nakusuru  [author] 14 Mar, 2014 @ 9:15am 
yeah i will try to maybe work in some small spot that lets you sneck around
Yarnu The Dog 13 Mar, 2014 @ 6:55pm 
Yep, I think that is the one I was talking about. Maybe it was a bug, but yeah you could pass through that area. Just helps a slight when you can sneak past a man who will then pommel the dirty archer whores in the back :) :axesword:
Nakusuru  [author] 13 Mar, 2014 @ 1:33pm 
ill see what i can do to add some more flank spots really the only big one that is gone that i know was becuase of problems with the abelety to hide in the static mesh but ill take a look and see
Nakusuru  [author] 13 Mar, 2014 @ 1:33pm 
ill see what i can do to add some more flank spots really the only big one that is gone that i know was becuase of problems with the abelety to hide in the static mesh but ill take a look and see
Yarnu The Dog 13 Mar, 2014 @ 8:35am 
Really fun mate, great job on the map. Maybe add some new cosmetics to the final cap and spruce it up a bit! I know it's a cellar but it feels very very BLAND!! The rest is good fun.

I remember before u 'fixed' the collision on the map, there was a little flank between rocks/water during th second objective just past the 'FIRST' bridge to the left from Agatha's POV. That would be nice to open up agai nand allow someone to slip though!

I understand the map was meant for 5v5 comp, but for PUBBING with 20+ those extra flanks do help break up the cluster of fuckery!! :masoneagle:
Nakusuru  [author] 13 Mar, 2014 @ 8:01am 
thanks mate :D
Picardy 13 Mar, 2014 @ 12:15am 
great map 10/10 great scenary too!
Nakusuru  [author] 12 Mar, 2014 @ 8:16am 
hey guys i have some news about the map there is now a seconde TO map in the making were now mason is striking back at agatha it will have the mason cut down the forest out side of the big agathien camp and the you will attack and burn it down to make the agathien flee
Yarnu The Dog 10 Mar, 2014 @ 5:53pm 
Thanks Nakusuru, your work is greatly appreciated! :essenceofwater:
Nakusuru  [author] 10 Mar, 2014 @ 1:11pm 
now there is TDM, LTS and FFA on the map i may put in KOTH and CTF to
Nakusuru  [author] 9 Mar, 2014 @ 3:39pm 
new update and changet to the map read the change notes
Nakusuru  [author] 9 Mar, 2014 @ 6:36am 
thanks for the info ill put a longer timer on the mason to spawn this will effect the rest of the map to but i can try to rework that
Yarnu The Dog 8 Mar, 2014 @ 4:27pm 
Hmm honestly, first two objectives are the hardest. For such a linear map with archer potency, friendly fire and enemies blocking the roads it is a very tough map. Not sure about the timers but you should consider making 'Mason's spawn timer different to the Agathians if possible. You must give the Agathians time to push the cart after working hard to kill the Mason defenders. At the moment after you kill 1/2 of them, the next wave are already here and you've lost men of your own, you're down to 1/2 health and it's very hard. :masonfist::axesword:
Nakusuru  [author] 8 Mar, 2014 @ 2:20pm 
im back to finish the map now but i need some feedbasck on what the fastest time to fines the first two obj should be and spawn timers
Xylvion 7 Mar, 2014 @ 12:45pm 
pft, you've been talking about that MC server for like 2 motnhs, fix this map already. As Yarnu said, it's got potential. Don't make me come over and torture you until you finish it!
Yarnu The Dog 2 Mar, 2014 @ 6:47pm 
No worries man, we hope you back on it soon! This map has great potential :) :masonfist:
Nakusuru  [author] 2 Mar, 2014 @ 5:52am 
thanks guys for the good feedback i get for you i like that you guys ejoy the map and want it done i will when im done setting up a minecarft server get back and finish this porjekt of strong
=(e)= Lemonater47 1 Mar, 2014 @ 5:56pm 
This is such a great map. A little polish And its good to go. I would also lengthen the spawn time for the defenders on the first and second stages. The ground also needs to be a little bit less sticky. You get stuck in lots of places.

Also I like the dim light. No need to compesate for idiots who swing and ask questions later.
Yarnu The Dog 22 Feb, 2014 @ 4:02pm 
Please let me know when you get back into the groove, this map project has some real potential and would love to give you more solid feedback! Keep me in the loop with updates and I will let you know my lord. :catapult:
Nakusuru  [author] 22 Feb, 2014 @ 7:59am 
thanks man for the feedback and I may get back to it once the prodjekt im doing now is done so the map is easy to play on but still look the same and have the same feel
Yarnu The Dog 21 Feb, 2014 @ 6:20pm 
Thats quiet alright mate, we tested it with 32/32. The first time was really quiet fun but the choke-points cause a many man a hard time :) Also the terrain, you can get stuck on it quiet ALOT and you can hide in some glitchy areas. Still very good man. Please tell me when you get back to working on your map, would love to help you and provide the direct link of feedback from the servers we run.

Despite what i just said everyone said the chaos created from your map is what really sold it. It truly is a chaotic mess!
Nakusuru  [author] 21 Feb, 2014 @ 5:54am 
thanks for the feedback on th map it seems TBS did some updates that cost problems to textures and so. Sadly my lancher for the they editor broken to for me. I am not working on the map becuase of this and also becuase I have prodjects in other games on my list that I have decided to be more importent to me. Sorry guys we will see when I will get back to this game and work on the map
Yarnu The Dog 20 Feb, 2014 @ 10:05pm 
Will be testing this map on my server, did a playthrough in singleplayer. Everything seems to work fine, however I noticed that there are many missing assets in the last objective. White and Blue boxes galore!

Map looks cool though, tell you how she be.
jace unborn 13 Feb, 2014 @ 2:19pm 
Alright. Hopefully they get fixed soon!

Good luck
Nakusuru  [author] 13 Feb, 2014 @ 5:44am 
the devs broke the editor for me on on patch so the map is not up to the last date i think that is why the textures and collisions arnt right anymore i had a lot of problem with it latly so the prodject got put on hold
jace unborn 9 Feb, 2014 @ 12:08pm 
Alright. We lucikly had a full 24 man server, most guys hsd fun. In the last stage there was a lot of missing textures though, and it casues some confusion. And the ground caused some issues, a lot ofcollisions and getting stuck on stuff.

But still a fatnastic map mate.
Nakusuru  [author] 9 Feb, 2014 @ 11:51am 
i will try to reales a new version on the map thats better light and the obj a bit better
jace unborn 9 Feb, 2014 @ 9:40am 
Also, the rain is cool, but the map is a tad bit dark. Team killing is quite common, maybe brighten it up a tad would be for the best
jace unborn 9 Feb, 2014 @ 9:38am 
Playing it now - cool stuff. Spawns for attackers in the first stage seem a little bugged. Seems like theres not enoguh and people cant spawn always
Bone_Thugga 15 Dec, 2013 @ 6:33pm 
Cocks, just sayin