[RELEASED]AOCTO-Coldfront Team Objective



  • http://steamcommunity.com/sharedfiles/filedetails/?id=237710625

    AOCTO-Coldfrontalpha

    Coldfront is a Team Objective beach invasion map. It takes place in the dead of winter. Masons Must break the frontline and establish a foothold in the Agathian Forts. After capturing the beach front, masons must take the castle. They can either lower the drawbridge or destroy it using ballista, catapults, swords, arrows, or even fists. Once the castle is taken, the masons must prevent the Agathian King from fleeing to his vessel. The King spawns in a throne room, and must coordinate with his team to make it out of the castle and to the docks alive.

    Mason Objective Breakdown:

    -Capture the 2 ballista forts.
    -Destroy or Lower the Drawbridge.
    -Kill the King Before he can escape.

    Agatha Objective Breakdown:

    -Defend the 2 ballista forts.
    -Protect the drawbridge from damage, and the room above it with the opening mechanism.
    -Help the King Escape to his vessel.

    To do list:

    -Iron out objective balance and gameplay elements.
    -Improve level flow.
    -Finalized Asset and Objective Placements.
    -Award Masons victory if King fails to escape before round end (prevent turtling.)
    -Basic Bot ai Pass.
    -Advanced Sound Pass.
    -Beta Art Pass.

    We are giving the workshop a try for early map development. This will allow us to update the map easier, without having to spend a day making a build and updating everyone’s Steam Clients. This is very early alpha. Art and Gameplay are represented, but not final. There is no eta on completion. Coldfront is a working name, and may possibly change.

    Constructive Feedback would be very much appreciated. For today, it can only be played local, but I will look at getting it on a server tomorrow. And no, this is not a Fortification entry.

    Thanks!

    Some Screens:














  • Looks promising, are you going to be running some official servers for it?

    If so you could have an official test server for the current contest with the roster (and maps) updated every week or so, that way everyone gets a chance to get their map tested.


  • Global Moderator

    You want to add barbarians and say its part of the lore and yet you bring in this king from out of no where. Kings can’t die twice.



  • Looks promising, are you going to be running some official servers for it?

    If so you could have an official test server for the current contest with the roster (and maps) updated every week or so, that way everyone gets a chance to get their map tested.

    Yes. Also yes. We have been working with our server operators on both.

    @lemonater47:

    You want to add barbarians and say its part of the lore and yet you bring in this king from out of no where. Kings can’t die twice.

    It’s an early alpha map. It’s not set in stone that it will even be a King. Could be a Commander, General, what have you.

    We will cross that road when we get to it.



  • @lemonater47:

    You want to add barbarians and say its part of the lore and yet you bring in this king from out of no where. Kings can’t die twice.

    That’s a really erroneous statement that doesn’t really make much sense. You seem to be implying there should be some kind of persistence between levels, which is A) impossible with this game and B) even if it was possible the turn over of levels would be so stupidly fast the game would be unplayable.

    @Andrew:

    Yes. Also yes. We have been working with our server operators on both.

    Awesome :D

    EDIT: actually no @lemonater47 I see your point after re-reading it. That said I wish people would give TB a bit more time and respect before waving their hands in the air in disgust.



  • Sorry about the double post but I felt since this is some direct feedback it shouldn’t just be edited in. So in no particular order my initial feelings about it;

    • The distance from the mason 1st spawn to the front line is quite far, especially once you’ve breached the cliffs, not sure where you could move forward to.
    • This whole section feels odd to me, maybe it’s because I played with bots only. MA have very little advantage early on where as AG have a whole set of resources to play with. With their elevated and defensible position there seems to be little to no point leaving the ridge, in which case you only need a limited number of non archers to defend the hordes of archers AG have no reason not to employ. I would potentially move the MA spawns a little closer and increase the cover.
    • A pre ridge phase could exist, and I think that was intended due to the space provided and the AG spawn move post storming the ridge, however once that is triggered MA don’t seem to get much out of that achievement. Maybe move the AG spawn points further back? This may just be an issue with the bots however.
    • Taking the points either A) takes too long, or B) shouldn’t reset if MA leave. If you did really want a reset I’d make it at a slow rate, slower than MA capture. This would really play into the pre ridge fight if that’s what you want to go for. Since players will learn that once MA have taken the ridge it’s only a matter of time till they capture the points will pile on the pressure and force them out of turtling.
    • Pushing the packed up ballista is really cool; I love this dynamism, it makes the level really pop when things like that happen.
    • However, they seem to do very little damage to the door compared to the risk of moving them.
    • It’s nigh on impossible to hit the door with any of the catapults, so I can’t comment on their damage output compared to the ballistas.
    • While the siege tower is a neat (and underused) idea, I’m not sure about it here. The thing is so massive you can be still pushing it while AG chase you around and around. To boot you can push it while standing on the top floor. This seems somewhat broken. I would suggest, if possible, requiring two people at least strictly behind it to push it.
    • The main issue with the tower however is that due to the high health of the door it becomes the de facto option. While it does require more time and effort (i.e. You have to push it to the wall, THEN take and hold the door control) the reality of the situation is it splits the AG forces; some must defend the door control, some must defend the door from attack. Even with teamwork they are doomed to fail that objective once the tower reaches the wall.
    • It’s a catch 22. Without the easy option of the tower the door probably has too much health to take down. With the tower it becomes really easy to split the AG forces and win via attrition. As I said making it harder to push the tower might help a lot here.
    • It goes without saying that the bots were confused, they don’t seem to understand TO.
    • Also the big one for me was that the game ended once I took down the gate. I took a quick glance at the Kismet sequence (very very neat btw, very happy to see it so nicely laid out compared to the other official maps) and it did look like some of it was connected up already, so not sure what’s up with that.

    Overall not a bad concept, it’s just a bit muddled in execution, but hey early days. Also probably doesn’t fair best with only bots. The big area of contention for me is taking the ridge, right now with real players I worry it might be extremely difficult for MA. However if they manage to take the ridge the gate is more or less a cakewalk as long as you utilise the tower.


  • Mod

    I’ll leave a more detailed response to this when I get more time, but I just wanted to share that I’m running this 24/7 on the IA server for a bit. Nfo server on Chicago.

    open imparmchiv.game.nfoservers.com:6000

    Hopefully we can it populated!



  • Hell, yes. King escort!
    Should prove more fun than just defending him in the same room, both for the team and for the king.



  • Sounds amazing. Gonna try this when its not 3 am in the morning. :)


  • Global Moderator

    @NATO:

    That’s a really erroneous statement that doesn’t really make much sense. You seem to be implying there should be some kind of persistence between levels, which is A) impossible with this game and B) even if it was possible the turn over of levels would be so stupidly fast the game would be unplayable.

    Awesome :D

    EDIT: actually no @lemonater47 I see your point after re-reading it. That said I wish people would give TB a bit more time and respect before waving their hands in the air in disgust.

    I used to do that.

    But I found getting to the point works better even if it comes out as nasty.

    There is some degree of persistence between levels. Stoneshill and citadel are the end of the story one way or another. I was gonna suggest changing the king to some sort of lord but after these barbarians and everything I wasn’t exactly in the best of moods.



  • why is there tanktraps in the water?



  • @CRUSHED:

    why is there tanktraps in the water?

    To stop boats.

    And because it’s clearly inspired by videogame D-Day levels. Here is one from Medal of Honor: Frontline. It also has tank traps in water.

    Allied Assault version has even more tank traps.



  • @NATO:

    Sorry about the double post but I felt since this is some direct feedback it shouldn’t just be edited in. So in no particular order my initial feelings about it;

    • The distance from the mason 1st spawn to the front line is quite far, especially once you’ve breached the cliffs, not sure where you could move forward to.
    • This whole section feels odd to me, maybe it’s because I played with bots only. MA have very little advantage early on where as AG have a whole set of resources to play with. With their elevated and defensible position there seems to be little to no point leaving the ridge, in which case you only need a limited number of non archers to defend the hordes of archers AG have no reason not to employ. I would potentially move the MA spawns a little closer and increase the cover.
    • A pre ridge phase could exist, and I think that was intended due to the space provided and the AG spawn move post storming the ridge, however once that is triggered MA don’t seem to get much out of that achievement. Maybe move the AG spawn points further back? This may just be an issue with the bots however.
    • Taking the points either A) takes too long, or B) shouldn’t reset if MA leave. If you did really want a reset I’d make it at a slow rate, slower than MA capture. This would really play into the pre ridge fight if that’s what you want to go for. Since players will learn that once MA have taken the ridge it’s only a matter of time till they capture the points will pile on the pressure and force them out of turtling.
    • Pushing the packed up ballista is really cool; I love this dynamism, it makes the level really pop when things like that happen.
    • However, they seem to do very little damage to the door compared to the risk of moving them.
    • It’s nigh on impossible to hit the door with any of the catapults, so I can’t comment on their damage output compared to the ballistas.
    • While the siege tower is a neat (and underused) idea, I’m not sure about it here. The thing is so massive you can be still pushing it while AG chase you around and around. To boot you can push it while standing on the top floor. This seems somewhat broken. I would suggest, if possible, requiring two people at least strictly behind it to push it.
    • The main issue with the tower however is that due to the high health of the door it becomes the de facto option. While it does require more time and effort (i.e. You have to push it to the wall, THEN take and hold the door control) the reality of the situation is it splits the AG forces; some must defend the door control, some must defend the door from attack. Even with teamwork they are doomed to fail that objective once the tower reaches the wall.
    • It’s a catch 22. Without the easy option of the tower the door probably has too much health to take down. With the tower it becomes really easy to split the AG forces and win via attrition. As I said making it harder to push the tower might help a lot here.
    • It goes without saying that the bots were confused, they don’t seem to understand TO.
    • Also the big one for me was that the game ended once I took down the gate. I took a quick glance at the Kismet sequence (very very neat btw, very happy to see it so nicely laid out compared to the other official maps) and it did look like some of it was connected up already, so not sure what’s up with that.

    Overall not a bad concept, it’s just a bit muddled in execution, but hey early days. Also probably doesn’t fair best with only bots. The big area of contention for me is taking the ridge, right now with real players I worry it might be extremely difficult for MA. However if they manage to take the ridge the gate is more or less a cakewalk as long as you utilise the tower.

    Yeah, bots are not the best way to experience right now. They have no pathing aside from the set piece bots on the beach.

    A few notes:
    -Breaching the line does move the Agatha spawns back. The ridge spawn only works until the line is passed.
    -There are NPC bots that run in and get blown up. These make things very hard on the defenders on the Ballista, as they act as decoys for the players.
    -In testing, a shorter beach run did not allow time for the defenders to possibly contest the capture points.
    -Capture Times are definitely still being tweaked.
    -The Ballista damage becomes more apparent when you have people on two of them + Catapults bombarding the wall. In testing, it was possible to take down the wall in less than 5 min. So the health was set to the higher end to make it a grinder option as opposed to the capture.
    -Siege tower volume is intended to force the defense to come out and contest it. It is only powerful with organization, as you don’t spawn closer to it. It is also a dynamic choke point, which can be defended.
    -The game ended because you were mason, and nobody could become king. Local Bot issue, will be fine on a server.

    These are all valid concerns, and I will be taking a look at them after I get it on a server for a bit.

    why is there tanktraps in the water?

    Because Beach Invasion. Nah, It’s Alpha. There will be placeholder items.



  • @Andrew:

    Because Beach Invasion. Nah, It’s Alpha. There will be placeholder items.

    This makes me kinda sad. Don’t change the tank traps please, I want medieval Omaha beach invasion.



  • @Andrew:

    Yeah, bots are not the best way to experience right now. They have no pathing aside from the set piece bots on the beach.
    -The game ended because you were mason, and nobody could become king. Local Bot issue, will be fine on a server.

    Ahh, ok awesome! That makes sense now XD

    Also yeah, I’m looking forward to testing it with some real people soon.



  • Lol I had an eerily similar idea for a map like this scribbled down on a notepad. :-P



  • We’ve got Official custom map servers running custom maps, I’ve also included this one.





  • a really nice map btw :D



  • ia. was also cool enough to setup a 24/7 Coldfront server.

    Some insight into what I hope to achieve with the Objective balance:

    First Objective: Advantage to the attackers. Once the line is breached, Defender spawns are pushed back. There are two separate points to be captured, making for an easier first capture (split defense) and a harder second capture requiring attacker coordination. It is -possibly- too hard right now on the attackers. Testing will be telling.

    Second Objective: Defender Advantage. They have the High Ground, and slightly closer spawns. Attacks have a wealth of siege options, which are hard countered by the 4 ballista on the main wall + an additional 3 in the tower next to the capture point.

    Final Objective: Even. (hopefully.) This objective will be the hardest to nail. We have never tried anything like this before, and switches the roles of the attackers/defenders. The King needs to work with his team to take down the barricades. Once through the barricades, the Masons get pushed back to the docks, and Agatha spawns in the area behind the walls. The King now has to reach his vessel, alive. Currently, it is likely very tough for the escaping team. Masons will (eventually, in a later update) win if the King fails to escape. This will encourage less turtling, and more meeting in the ice field for epic battles.

    This is all Design Theory. It is exciting to see how it will actually play out.


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