Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

PARODIN - A Village Ransack
76 Comments
Corsario  [author] 6 May, 2018 @ 12:06pm 
Last Update:
- objective-breaking bug with goldbags FIXED !!!
Stefinger (SVK) 4 Mar, 2018 @ 12:58pm 
For all owners of a server who downlaod this map third objective is still not working properly bug with a missing gold still appears, only way how to avoid this bug is to pick a gold bag with only one man at the time because if at least two or more men picks up gold bags and at least two of them gets killed at the same time bug appears and objective cant be completed.Its a pity nice map people love it on my sever but are dissapointed when that bug appears.Map has a nice objectives i can only recommand this map quality is on its highest level as always fromv those creators.
DerBogus 13 Jun, 2017 @ 6:17am 
is this beautiful map playable again (problem on last objective fixed)?
Dark_Pontifex 11 May, 2017 @ 10:58am 
i do
Corsario  [author] 10 May, 2017 @ 2:06pm 
Yep, I'll inform you. Just in case, check you are using the latest version of the map (the dynamic night - daylight cycle one).
INSANIEL 10 May, 2017 @ 11:43am 
this map is great, but I experienced the same issue lately. Please let us know when it works again. thanks a lot
Dark_Pontifex 7 May, 2017 @ 8:59am 
hi corsario, is your map fixed. I would like to try it again, cause its made very lovely
Corsario  [author] 29 Apr, 2017 @ 3:15am 
Roger. Ill have another look at it. Thx for the feedback!
Dark_Pontifex 28 Apr, 2017 @ 12:24pm 
unfortunately they weren´t, i promise, we checked it a several times :(
Corsario  [author] 28 Apr, 2017 @ 11:57am 
Yes, I know about this issue. The shield sign stays temporarily on the carrier's corpse, but we did a workaround to enable the bags go back to the pile after the sign disappears. Players can only pick bags from the main pile (not from dead bodies). Aren't they returning to the pile?
INSANIEL 28 Apr, 2017 @ 3:47am 
what pontifex menas is an issue on the third objective: masons can´t win this round, because the gold bags are "lost" as soon as the carrier is killed. Somehow a sign (shield) appears around the spot where the bag was dropped. But the bags completely disappear
Dark_Pontifex 27 Apr, 2017 @ 1:06pm 
there is only one downer in the map. when you pick up the gold, walk a bit and get killed there is a shieldsign that indicates the gold. Nobody knew how to pick it up again once you dropped it by being killed. It is also not visible anymore. Do you know this "bug"?
Corsario  [author] 27 Apr, 2017 @ 11:24am 
I'm really glad you enjoyed it! Thanks for coming back here to give your impressions! I'm looking forward to play it myself soon aswell ^^
Dark_Pontifex 26 Apr, 2017 @ 12:29pm 
we played your map! It´s great. 4 small objetives betwenn 12-20 minutes! good job. perfect for 10 - 12 players
Dark_Pontifex 22 Apr, 2017 @ 7:10am 
thanks for the recommendations! We played KIngsgarden yesterday and we really liked it., THe only thing that sucks, that the timer is set to almost 40 minutes per each objective, which makes it almost impossible for the masons to win. I was hoping there are some maps with lower timers for each objective. Do you know any?
Corsario  [author] 21 Apr, 2017 @ 10:20am 
From the Chivalry community scene I can recommend you maps such as the recent Motte and Bailey (Redux) version or Whitenest, but I'd say some official maps are also ok for small amounts of players (Im thinking specially of Kingsgarden here).

I hope this helped you in your research!
Dark_Pontifex 20 Apr, 2017 @ 6:43am 
I´m looking for TO maps, that I can play with my 10 friends. The "normal" TO maps aren´t so good for such a small group, cause every objetive has a timelimit of 40 minutes. Can you recommend maps with lower timelimits. yours look great by the way
Corsario  [author] 22 Feb, 2017 @ 10:48am 
Hotfix notes:

- placed ammo boxes missing in LTS and FFA
- river has correct lighting (removed strange shadows showing up on the water surface)
- pitchfork available to be picked up by bardiche vanguards in FFA (only good peasants will know how to find it)
Corsario  [author] 16 Feb, 2017 @ 9:25am 
Update notes:

- level streaming now makes the map size only 57 MB
- added Easteregg (only the permanent inhabitants of Parodin know about it)
Corsario  [author] 29 Jan, 2017 @ 3:53pm 
Update notes (this time bringing Zedhead's awesome contribution to the map):

- UNIQUE night / dawn / day dynamic cycle during Team Objective

- includes LTS mode (randomized night / dawn / day atmospheres every round + through Ce)
- includes FFA mode (with night / day cycle dynamic cycle + through Ce)

- very big post fx + graphic overhaul
- technical adaptation of the map to official map standards
- implemented sounds + firefly particle effects during night phases
Corsario  [author] 10 Jan, 2017 @ 9:04am 
Hi [FOR] Reason. I hope you enjoy the map! Now its running smoothly from start to finish. Today we tested the map and found some minor visual issues that I think I solved with this last hotfix.

Hotfix notes:

- fixed goldbag not loading from package
- rescaled a bunch of meshes to fit player's size
[FOR] Reason 10 Jan, 2017 @ 6:32am 
Such great news and I look forward to playing the new version soon! Thank you again to both Hennio and yourself! :spazdreaming:
Corsario  [author] 10 Jan, 2017 @ 3:20am 
Update notes:

- solved goldbag 3rd objective game-breaking issue
- fixed goldbag not attaching properly to the player's back (thanks a lot to Zedhead and Phisi for their help on that)
- added goldbag grab message
- added goldbag countdown chat messages

- added visual content (most important ones: a river on the map's edge and a tax collector cart on the town square)
- added grass density
- added ambient sounds
- fixed mobile siege ladder sound + movement bug

Enjoy & dont forget leaving here your own feedback and suggestions!
Corsario  [author] 2 Mar, 2016 @ 6:48am 
Hello ZedHead, I'm aware you and Hennio have managed to speak about the way to implement that workaround to the gold bag attach problem. Thanks for your generous help!

Btw, inside Parodin's kismet (linked to the cranks that raise the gates in the 2nd stage) we created a custom node very useful to trigger player animations when used with the special AOCHillsideSignalFire actor (for its physical appearance we use a hidden in-game mesh called "sm_Hack" inside the Belmez package). We also used it in Belmez for the ladder kick animations, but now with a simplified kismet sequence box that allows you to send outputs "on use", "on timeover" and "on release".

It gives you the possibility to provoke all types of animations when pressing E and to control the time etc (with a special link to use with HUDs). I figured it could be interesting for any of your future maps and a good reward for your hint!

We are looking forward to implement your workaround asap!
PoChiLam 2 Feb, 2016 @ 7:42am 
coudnt downloaded yet..still trying.. prolly smtng wrong here in this f****d up county!
and ofcourse i will get over 120 ping after i complete the download but any way i love to try..tnx for the affords..gg
[FOR] Reason 1 Feb, 2016 @ 3:51pm 
You're a badass Corsario, will test tonight and get back to you! :D
Corsario  [author] 1 Feb, 2016 @ 12:03pm 
Patch 1.2 notes:

- added 4th Objective (feedback needed, specially on balance and objective time)

- objectives now award victory points
- added ammo crates for 1st and 3rd objective
- minor deco improvements (added more grass etc.)
- minor collision improvements
Barberry 10 Jan, 2016 @ 7:10pm 
Cool thanks man
Corsario  [author] 10 Jan, 2016 @ 1:11pm 
@Jacob 2.0 - The map automatically downloads when you subscribe. Once downloaded, you can play it in one of the servers that host this map (I opened a thread above with the server list)

Btw, I found one more server hosting this map with Star Wars mod and we got to play Parodin in an epic battle:

> Dynasty - STAR WARS | 50 SLOTS! (E.U. server)
SableGoblin 9 Jan, 2016 @ 12:09pm 
@PoChiLam

"then i saw a mod forgot the name (with continous waves)." - That's the "horde mod"
PoChiLam 9 Jan, 2016 @ 8:02am 
@ Corsario - thank you for the information abut AI and Map building
I must agree Im also not a big fan of bots.. but while playing this game i noticed the maps
are a bit weak in a sense of projecting a live battle field..i was brain storming what to add what to remove from the gameplay..so I tought bots can be the answer to create the nessesary atmosphere..
its more like a gang fight now with 16vs16 maps..there are like 4-5 archers in battle field which doesnt stike me much..then i saw a mod forgot the name (with continous waves).
in that map there were AI archers outside of the castle and they rain fire arrows..(which are evadeable btw)
so i thought simple tasks may be given to AI just to increase randomality..size of the battlefield..athmosphere..etc..
anyway its good to know atleast we cant have these yet cos its not easy to be done..
thx for the info..keep up the good work
cheers
Barberry 8 Jan, 2016 @ 1:02pm 
Could someone please help me how the adding of workshop maps work? After I press subscribe what do I do? How do I access it? Thanks
Corsario  [author] 8 Jan, 2016 @ 4:43am 
@ PoChiLam - It's possible to add bots, but its rather difficult to give them orders other than run around inside a specific area or go to a given spot. I'm not sure if they can do specific tasks such as activate rams etc. although that caravan objective you suggest is quite interesting. Nevertheless, I'm not very fan of bots, because they are very easy to kill for skilled players and clever defending teams can hide them kicking them multiple times into a defendable spot (as happens in Casteassault).

Instead, skeletalmesh characters (without AI) can be used as I did in this map, where some filthy peasants push the siege tower before it reaches the wall (so players can concentrate on other things).
PoChiLam 7 Jan, 2016 @ 11:08am 
hi guys i need to ask somthing...
cant we just add some bots in games/maps to do simple tasks..
like villigers we have in some maps..
to add more atmosphere in game play...?
they can run the ram for example in siege..
or istead of boring cart objectives...we can maybe create a long caravan with lots of bots around..they can be passive or active or both..
i wonder what holds us back from doing this kind of things
Corsario  [author] 3 Jan, 2016 @ 1:19pm 
As for the cinematic stuff, the idea of the catapults and arrows can be implemented in this last objective where the vessels receive enemy fire from incoming Agatha reinforcements, or maybe a naval battle itself.

I've been speaking to Hennio about this (he really appreciated your gratitude [FOR] Reason). He is very good at kismet and usually takes the heaviest part of it, but there are some difficulties with attaching objects to players. We are currently trying to overcome the lootbags floating problem (they should appear on the back as happens on the SDK editor and not across the player as in-game) and I fear a similar & even uglier thing would occur with royals/peasant characters. I think we'll stick to the gold bags atm and work on the last epic stage. We can concentrate on other changes later on.

Btw, thanks for your help proposition glorb K. Still, I think I will be able to include these changes by myself hopefully in a short time.
Corsario  [author] 3 Jan, 2016 @ 1:18pm 
@[FOR] Reason, glorb K (and Pigneedle xD) - Thanks for all those interesting ideas! In particular, I like the hybrid idea of kidnapping the noble family and making a 4th cart objective that would need to reach some vessels waiting at the harbour.

The water you can see in the map's limits is a river that crosses behind the fortress and reaches a lake (where the harbour is located). The village is found in the river's estuary. Several Mason vessels could appear for the last objective waiting for the cart to be loaded, so the pushable objective would take place from its actual position underneath the walls, along the main road & the dock and on to a Mason ship. The "pullable" idea I fear can be a bit confusing for players, as its too similar to pushing but from the other side.
UKROP 3 Jan, 2016 @ 11:41am 
1
[FOR] Reason 3 Jan, 2016 @ 9:36am 
Cart Objectives are typically boring with some exceptions imo (Stoneshill - stage 2).
Battlegrounds is terrible though, it is the most anti-climactic map in the game. There's so much build-up to get inside the castle & yet the map ends on the second stage.
If both teams are equally good or (especially) if the defending team is better, then the cart only moves forward in small increments. SmokeWheat aka GlorbK brought up good points, especially in regards to Hillsides epic final stage.

New idea: Hybrid of Glorbs suggestion & mine
3rd Stage: Require Masons to bring Gold (or Royals) to Cage/Cart outside the front gate.
(I may be biased but I think screaming blue royals with a Lord chasing you would be great)
4th Stage: Have Masons pull* (not push) the cart to the dock where boats have arrived to take them away. Agatha can halt the cart by being near cart rear, since it's a pull not push for Masons.
SableGoblin 3 Jan, 2016 @ 8:06am 
Also you say that you're a bit short of time. My vacation is over soon and I'll continue on my education, but I'd love to try and help out any way I can. I have made a few maps in UDK editor, not many released as I'm not so good at doing maps alone. I do have experience with the basic stuff though, and I'm in the process of learning 3D modelling in Blender. So you could write me up if you need anything done that you think I could do. Maybe help expanding the map for the fourth objective or something :)
SableGoblin 3 Jan, 2016 @ 7:58am 
PART 3

Could also make the masons load up the loot on a wagon that they have to escort out of the city (again before reinforcements arrive). Or maybe Agatha could attempt to escort something/someone out of the city (to the docks maybe). Either way switches the defence/attack roles somewhat, which some players taste for. I mean that's maybe some more fitting ideas if it's specifically a "push the cart" stage you'd like to implement.


Again I haven't played the map and I cannot really contribute with anything concrete really, but maybe this might light some sort of idea.


SableGoblin 3 Jan, 2016 @ 7:58am 
PART 2

Or maybe you could pull off something with ships? The towns appears to be located by sea.This is a tough one though, and it's more of a classic architect to engineer thing I guess...sounds cool but is too difficult to pull off. I definitely didn't work out for Coldfront, but I fought I should mention it for ideas sake.

Maybe Agatha could attempt to prevent the Masons from escaping before reinforcements arrive? Reinforcements maybe being arrows and catapult rocks from the mountains?
SableGoblin 3 Jan, 2016 @ 7:58am 
@Corsario

PART 1
(This is gonna be a few comments)

Unfortunately I haven't played the map yet. I'm having a server browser issue, and I can't even open it in console or UDK editor. I'll try to contribute with ideas though, with the limited knowledge I have of the map.

One thing I noted , back when you posted in the forums about your work on Belmez for the fortification contest(As I said it's my favourite map, and so I've read my "history" !), was your apparent commitment for innovative objectives/gameplay. Now, I've worked a bit with Matinee in Kismet myself, and I know that it's limited, but perhaps destroying something would be cool? Cinematic stuff especially impresses noobs, I mean I remember finding the catapult rain in Hillside epic when I first started out (and I still do). There's also the destruction of the wall in Belmez. Maybe it isn't always so realistic though, which is definitely one of this map's strengths.
[FOR] Reason 3 Jan, 2016 @ 7:15am 
Alright so a friend & I were talking on teamspeak just now and both had almost the same idea.
Instead of gold, you rescue a princess (Pigneedle's idea) or kidnap royals (my idea). I personally like the Princess idea more as it'd be different than other game modes but obviously still a trope.
Since there's no princess though and peasants are already in the game, change the peasants grey clothes material to blue and also add a Lord (title him that instead of king perhaps) who helps defend them but if the Lord is killed, he just respawns so that the map can play out. Players have to rescure all 5 royals (cause 3 gold bags was too short) and it would be hilarious if they scream in your ear the whole time whilst carrying them because they'd be right in your face so you couldn't not hear them haha.. what do you think?
TLDR: Kidnap five blue clothed royals(instead of gold) while avoiding the Lord.
(Lord isn't a victory condition & can respawn)
Corsario  [author] 3 Jan, 2016 @ 6:54am 
@[FOR] Reason - Thanks for bringing your testing's impressions.I've also received feedback from our own testing in Acero Toledano suggesting the need of a more climatic ending. @smoke wheat everyday also noticed this rather dull last stage when I posted the thread in the TBS forum.
I also agree in the idea that its a bit tasteless as an ending, but I don´t manage to find a plausible alternative without expanding the map as much (Im short of time back at home). We considered dfferent objectives, being our main aim to create something innovative (killing a King a.k.a. big boss is something repeated over and over again). Assaulting the keep would be a tad unrealistic as I told Glorb in the forums, so any other objective should take place in the town square or nearby. What some players have suggested is to add a 4th "push the cart" stage, which im currently thinking about (maybe through the 1st stage hamlet again?). What do you think?
[FOR] Reason 3 Jan, 2016 @ 5:25am 
@SmokeWheat - To play this map, join one of 3 servers hosting it.
Corsario added a discussion thread above the comment section with servers and their locations which host the map. Currently there are 3, one (ours) in the US and two in the Europe!
Here is a direct link and I've added instructions to direct connect to ours.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/581386575/451848855023441397/

@Corsario - I have yet another question aside from a more climactic finale.. would you please consider changing the the titled of the SERVERS discussion thread from:
"SERVERS including this map (Updated)"
to
"SERVERS (Who host this map & How you can play)"
.. or something to that effect for extra readability maybe?

@Hennio] - I also see you as a contributor on this map and just wanted to say thank you for any part you played in its development big or small :)
SableGoblin 3 Jan, 2016 @ 5:09am 
@[FOR] Reason How did you get to play this map? I'd love to play it with actual people. Are there servers?
[FOR] Reason 3 Jan, 2016 @ 5:05am 
Another thing Corsario, I was curious if you would consider adding a more climactic ending in the form of either a 4th objective or modifying the gold stealing objective to have some sort of finale.
The current ending doesn't do your map justice imo. Also, I hate to be that guy who said "other people agreed" but the only responses we really heard through several playtests with 40+ players on average was "the map is amazing but its anti-climactic".
[FOR] Reason 3 Jan, 2016 @ 4:59am 
@Corsario - I hadn't seen your thread so I didn't know about SmokeWheat referenced it and I definitely wondered it was part of or wholly your inspiration and I'll check out "The War Lord".
@SmokeWheat - That had to be at least partial inspiration for Belmez for sure, awesome looking Castle both irl and ig!
SableGoblin 3 Jan, 2016 @ 4:49am 
@[FOR] Reason It's no problem. Some day we will have symbols to mark sarcasm I'm sure x)

I actually learned about the reference through Cosario on the forums. I did figure out a reference from one of his other maps myself. You might recognize it :)? http://download.viamichelin.com/images/desti/36294.jpg (it's called download, but it's just a google picture)

It's a bit tough, so let me know if you can't, and I'll tell you.
Corsario  [author] 3 Jan, 2016 @ 4:44am 
I guess the reference I did in the Parodin TBS thread about Abizanda has payed out :) Indeed, it was my source of inspiration (part of my family being from that area). Its a piece of "modest" medieval architecture unknown to many people and wanted to pay homage to it. As Pancake pointed out, I think it gives the map a very fascinating and epic touch.

Btw, you can find a very good film about a siege to a "donjon" or keep of this type in Charlton Heston's "The War Lord" film xDD