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- objective-breaking bug with goldbags FIXED !!!
I hope this helped you in your research!
- 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)
- level streaming now makes the map size only 57 MB
- added Easteregg (only the permanent inhabitants of Parodin know about it)
- 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
Hotfix notes:
- fixed goldbag not loading from package
- rescaled a bunch of meshes to fit player's size
- 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!
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!
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
- 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
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)
"then i saw a mod forgot the name (with continous waves)." - That's the "horde mod"
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
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).
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
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.
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.
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.
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.
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?
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.
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)
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?
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 :)
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".
@SmokeWheat - That had to be at least partial inspiration for Belmez for sure, awesome looking Castle both irl and ig!
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.
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