[RELEASED] Assault/Defense style map - "The Blue Hour"



  • The Blue Hour v1.0

    Map file name: AOCTO-bluehour_p

    Hey there!
    The final version of Blue Hour map is done. I don’t expect adding or updating anything beyond this point unless something truly gamebreaking occurs. You can now download the map from Chivalry Steam Workshop if you joined the Workshop Steam group.

    Changes:
    -added high-resolution sky texture
    -added sound and particle effect when attacking the door
    -added sound for closing the door
    -better rocks collision
    -reworked flag capture mechanic (again). Now it works as following:

    A - amount of Mason players
    B - amount of Agatha players
    IF A>B THEN flag goes down
    IF A**When the flag goes completely down Mason team wins.
    
    -changed time needed to capture the tower to 80 seconds
    -added chat and sound warning when Mason team is capturing the tower
    -fixed _mystery_
    -something else I've forgotten
    
    Please, if you find any _serious_ issues report them here, on Steam workshop or send me a message on Steam.
    
    –------------------------------------------------------------
    _Old stuff_
    
    Hey there,
    So I've got this idea for a map where one team has to hold position and defend a strategic location, while the other team of course has to take over said location. Kind of Mount&Blade siege, but not placed in a castle and for smaller amount of players.
    
    Here is a plan of the map:
    
    >! [image]http://i.imgur.com/VEwvMqU.jpg[/image]
    
    Here the Mason Order wants to capture a tower located on a rocky hill occupied by Agatha Knights. The goal is to make it very challenging, yet not impossible for the attacking team to win. 
    
    There are only two ways of getting up the hill: the main road or the hidden entrance. Frontal assault might be difficult; the ledges on the both sides of the way are excellent positions for Agatha archers. 
    
    The second entrance is far off Mason spawn, however rocks on the southern part of the hill blocking Agathians' sight and dense forest below would provide great cover for a small strike team. Also the rear entrance is blocked from Agatha spawn (not on the plan) to keep freshly spawned Agathians from rushing to its defense.
    
    The capture point is located on top of the tower, while the tower itself consists of about 3 floors with ammo box on the second.
    
    Another thing which came to my mind was separate spawn times for both teams. Defending team would have 30 seconds spawn timer, while the attackers around 10 to 15 seconds. I'm not sure it's possible, though.
    
    Now, enough with my talking here are some screenshots, although it's still in early proccess of creation! _(clicky for full res)_
    
    Mason spawn
    
    >! [image]http://i.imgur.com/TOzYh28.jpg[/image]
    
    Mason catapult
    
    >! [image]http://i.imgur.com/p6cbwp1.jpg[/image]
    
    Forest path to the rear entrance
    
    >! [image]http://i.imgur.com/1cNl2f6.jpg[/image]
    
    Uphill below the tower
    
    >! [image]http://i.imgur.com/0gHqKDJ.jpg[/image]
    
    The tower itself (which is just a placeholder I plan to create my own model)
    
    >! [image]http://i.imgur.com/zFy38r5.jpg[/image]
    
    Overview from Agathian ballista position
    
    >! [image]http://i.imgur.com/mkoguLn.jpg[/image]
    
    That would be all for now. Any suggestions, ideas, feedback are more than welcome.**
    


  • Oh wow… That looks amazing!



  • wow dude please make this looks so cool!



  • Please tell me the tower will be climbable and have archer slits and stuffs. Some details inside like a table with a map would be pretty cool too.

    Keep up the awesome work!



  • Incredible work, make sure to put some slits in the tower for archers to shoot out of.



  • Thanks for your comments, I’m glad you like the idea.

    As for the tower and the archer slits: there will be archer slits on each floor. The tower will have three floors, some living quarters on the ground floor and flag to capture on top, all furnished as much as Chivalry assets allow me to.

    I’m working on the tower model right now and I might post the result in few hours should I manage to finish it.



  • Great work man these community maps will keep this game going for a very long time. Bravo!



  • wow, amazing!



  • dragons? please don’t tease



  • Man, that looks very nice indeed. I love how you have planned everything in detail.
    Can’t wait to play it.



  • That’s look great ! Reminds me of some Mount And Blade map as well. Kepp up the good work !



  • Well, I’m finally done with the tower and map visuals in general. It took much longer than I expected. Now I struggle with game mechanics and getting team objective to work is giving me a headache.

    Anyway here are some screenshots of the tower and Agatha spawn area (clicky for full-res):

    ! [image:adhj4sr0]http://i.imgur.com/w4XUZiN.jpg[/image:adhj4sr0]

    ! [image:adhj4sr0]http://i.imgur.com/kbxNmCp.jpg[/image:adhj4sr0]

    ! [image:adhj4sr0]http://i.imgur.com/pdFlLZZ.jpg[/image:adhj4sr0]

    ! [image:adhj4sr0]http://i.imgur.com/bzXctPZ.jpg[/image:adhj4sr0]

    Tower interior

    ! [image:adhj4sr0]http://i.imgur.com/XiskAjs.jpg[/image:adhj4sr0]

    ! [image:adhj4sr0]http://i.imgur.com/yGuUJqQ.jpg[/image:adhj4sr0]

    ! [image:adhj4sr0]http://i.imgur.com/4KpRS1Q.jpg[/image:adhj4sr0]

    ! [image:adhj4sr0]http://i.imgur.com/FZEYwRM.jpg[/image:adhj4sr0]

    ! [image:adhj4sr0]http://i.imgur.com/occS5hZ.jpg[/image:adhj4sr0]

    ! [image:adhj4sr0]http://i.imgur.com/9kpders.jpg[/image:adhj4sr0]

    In order to capture tower Mason need to take down the Agatha flag. As a result of some foul sorcery they merely need to stand near the flag and it will go down itself after some time.
    Also, should the Agathians spot the attackers using the alternate route to the tower they can use the alarm bell.

    ! [image:adhj4sr0]http://i.imgur.com/enthOoq.jpg[/image:adhj4sr0]

    And some misc

    ! [image:adhj4sr0]http://i.imgur.com/Jrfy1iu.jpg[/image:adhj4sr0]

    ! [image:adhj4sr0]http://i.imgur.com/IiIh3ve.jpg[/image:adhj4sr0]

    ! [image:adhj4sr0]http://i.imgur.com/YbW9VqR.jpg[/image:adhj4sr0]

    Whew, that’s a lot of screenshots!



  • Wow, this map looks huge, can’t wait to see it played on 64-player servers.



  • too much blue imo



  • I think this is my favorite custom-map so far :D Really well done!

    Can’t wait to play it!



  • To much blue man, instant reminder of BF3 metro blue filter. I hated it. The rest looks good though. :)



  • pretty good map fella. good work… it really fits



  • I like the blue



  • With lighting, subtlety is everything. You only need a very slight bluish tinge to set the mood for “The Blue Hour”

    This is just too much blue (and unnaturally bright) at the moment.



  • @Gauntlet:

    With lighting, subtlety is everything. You only need a very slight bluish tinge to set the mood for “The Blue Hour”

    This is just too much blue (and unnaturally bright) at the moment.

    I’m inclined to agree with this.


Log in to reply