Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

TO_BlackSpire v1.0
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!
Elodin  [author] 23 Jun, 2014 @ 11:48am 
Hello! Thank for you for playtesting. All righty then.
1) Ill add a little bit more torches to the bridge and the unfinished tower
2) Water and rain meshes, I can make less planes for rain for sure.
3) The wooden planks' collision is a little bit off, I noticed it as well.
4) More time on the pyre or less? I didn't quite get that. Whoever's attacking the wall, should have more time to light it up?
IUSTINUS 22 Jun, 2014 @ 11:43am 
Alright i just playtested your map and i first of all want to say great job. Very very good atmosphere. There are of course things that could be fixed. Heres they are.

Lag
I own a beefy computer and as soon as I started playing there was a noticable amount of lag. Some things you can do that wouldn't affect tone would be less or no rain because you harly notice it anyways, and please please slow down the water lol. To fast and you dont really see anyways. Anything else you can do to reduce lag please do.
IUSTINUS 22 Jun, 2014 @ 11:43am 
Lighting
First of all i LOVE how you came up with the flashing lightning idea, its epic being the mason and charging towards the Agatha wall and then having a sudden flash light everything up, its awesome. However, I suggest putting more light sources on the main bridge and definatly on top of the watchtower and some along the stairs to the top of the wall, its a little to dark in those places. There also is a bug on the wall that cast a huge shadow wherever you walk and it's very annoying.

Objectives
I would give the masons more time to light the signal fire on top of the wall. The time doesnt seem like enough to get up, light it, then defend it long enough. Also there are some clipping issues on the wood stairs up to the second tower you should fix so people dont get stuck.

All in all there is HUGE potenial in this map. And again super good job with the atmosphere, hands down best atmosphere ive seen on any map.
Elodin  [author] 19 Jun, 2014 @ 2:35pm 
Changed the maps name.