[IN PROGRESS]AOCTO-Outpost Alpha. New Team Objective map by Torn Banner Studios.



  • Torn Banner presents a new work in progress map, Outpost, designed by Steve Piggott (Tibberius Bane.)

    AOCTO-Outpost_Alpha

    Outpost is a Team Objective map created by Torn Banner Studios. The Setting is a forest in the hills, with a Mason Fortress at the end.

    Agatha (Attackers) Objective Breakdown:

    • Burn the Tents
    • Push the Caravan
    • Destroy the Barricade
    • Kill the 4 Chieftans or Capture thier Fortress.

    Mason (Defenders) Objective Breakdown:

    • Defend the Tents
    • Stop the Caravan
    • Ambush the Agathians
    • Defend the Chieftans and their Fortress.

    Last Updated 04/04/2014

    The workshop worked great for Coldfront, so we are giving it another go with a new Team Objective. Same as Coldfront, in that this is an early alpha state of the map.

    There is an official server running the map 24/7. There will be organized playtest with announced times on the forums.







  • Awesome :D

    Nice to see another map from you guys



  • Looks good. Chieftans huh? Sounds quite… barbaric ;-]



  • Looks good but… a crane?
    Technically it’s historically accurate but I doubt I’m the only one reminded of a random CoD/BF industrian map.



  • @Rickvs:

    Looks good but… a crane?
    Technically it’s historically accurate but I doubt I’m the only one reminded of a random CoD/BF industrian map.

    Coldfront had tank traps.

    Placeholders will be everywhere.



  • This is cool. I think that steam workshop is a great way for you guys to get some maps out there, it gets you involved with the modding/map creating community more as well, which is never a bad thing :D
    Looking forward to seeing progress :)



  • wtf Tibbs and Steve are the same person? Yeah organized playtest is the way to go (and none of this announcing in the morning a playtest in the afternoon. 24 hours notice with a 8 or 9pm EST timeslot would be best.

    oh and ty for new map. Sounds like this will be the year of TO.



  • Remove the fog plz.

    Looks nice though.



  • Steve is the man!



  • Outpost has been updated based on Community Feedback. After this weekend, we will likely be moving it to our main internal branch, and finalizing art.



  • Seems like you guys are much more enthused about finishing TO outpost than TO coldfront. Aesthetically, I prefer greener maps anyway



  • General Map feedback

    • Why the objectives exist is confusing.
    • Fog everywhere.
    • looks clunky and cartoony unlike the old maps.
    • Defending bots is silly.
    • Dual Objective seems interesting.
    • Weird timers for the different objectives.
    • This map got great potential though!

    **
    Objective#1**

    • Agatha got way too much time. If the attackers got better players agatha will win and they’ll have a lot of time left for upcoming objects.
    • The fog on this part is annoying. No one likes fog really.
    • The foliage looks awkward and cartoony.
    • The area is way too open and large, the size could be cut in half and the mao would be more enjoyable.
    • Long distance to run for attackers.
    • Why Oh why are the mason tents outside their walls? this does not make sense. Why don’t they set up camp close to their fort? Camping that far out is just silly.

    **
    Objective#2**

    • This objective is quite neat, the fog here is different, it makes sense, it makes the objective a tad bit more exciting.
    • As a defender you will get 4 objective points per second by just standing close to the cart, people can end up with more than 4000 score. You will get the same as an attacker, but easier for defenders.
    • When archers are up on the hills you’re basically screwed, it’s hard to get close to them and even if the fog is thick it’s not thick enough to keep them from shooting at you. More pathways would be neat
    • What is the reason for pushing the cart? I don’t get this, food supplies? why?

    Objective#3

    • Defenders spawn so far away this objective is impossible to defend, why don’t they spawn behind the gate and just rush out?
    • the fallen log is solid even where it’s air so you can’t walk underneath it.
    • Agatha spawn is easily accasible for masons.

    Objective#4

    • Bots that suicide, can’t block, do stupid things, lets enemies kill them. This ruins the map.
    • The 2 objectives choose 1 is weird, if you want to keep the bots at least make it so that the attackers both have to kill the bots and capture the tower.


  • Something I wrote on the main forum, I thought I should repeat it here where it stands more chance of being read:

    “Killing the chiefs (chieves?*) seems a bit ignoble an objective for the boys in blue. A hostage rescue would be better, if the AI would work. It’d make better use of all the map area, give Agatha reason to break down the gate and walls to open up new escape paths.”

    I imagine it working a bit like the cages in citadel, except they’re just wood so easy to break and you have to escort the prisoners out to the cart (which was why you were doing that thing with the cart! It all makes sense now.) Masons can return prisoners by standing near them (and killing their escort, obvs), they’re otherwise immortal.

    Models could be Agathian barbarians perhaps?



  • General Map Feedback

    • liked the general layout
    • the narrative connexion between the objectives isn’t obvious
    • the third objective seems frankly useless in its current form
    • meteorologically speaking, the succession of weather conditions is weird

    1st objective

    • liked the layout, even if the palette might be too clean
    • numerous paths to fall down on the tents makes playing Agatha interesting, but to the detriment of Mason side as all they have to do is to wait and hope for Agatha to show up
    • as stated by Xylvion, camping outside of your own thick walls isn’t logical at all
    • moreover, I didn’t see any explanation to the fact that burning tents makes a fortification’s door to open, it made no sense to me
    • where does the cart come from ? It seems it was just waiting for Agatha troops, as if Masons had placed it here as a matter of courtesy for theirs assaillants :o
    • maybe Mason would benefit more ways to organize/boost defense, such as ballistas or ways to flank approaching Agatha troops

    2nd objective

    I share all feedbacks posted above, especially about pathways; imho Darkforest should be regarded as a reference to improve this sequence

    3rd objective

    • I don’t like objectives where all the action focuses on a single fixed position on the map, this sequence looks like more a TD than a TO sequence
    • there is very few manoeuver available for defenders to organize defense

    4th objective

    • I think that clearing the weather again breaks the impression of progression into the heart of the Mason territory; I would have made so that the weather becomes badder and badder as Agatha troops go along
    • I’m not fond of bots chieftains
    • I liked the thing of proposing two objectives, it adds up suspense and allows tactical choices


  • I like mystical forest fog very much!

    some fire emitters are emitting way too fast,

    I don’t know if this could be fixed
    I’ve noticed in UDK that if I move some fire and then change my mind and “Ctrl + Z” back it,
    it will change position to previous but rate of emitting particles is like doubled or trippled

    I solved it the way every time I do sth with fires
    I save map and then if I want to back to sth previous I just open again map file
    I don’t know if I do it correctly but seems to be safer than ctrl + Z :D

    nice green map thanks
    reminds me Brave, Braveheart and all nice Scottish mystical green things I’ve encounterd in my life :)



  • @Ecyrb:

    4th objective

    • I think that clearing the weather again breaks the impression of progression into the heart of the Mason territory; I would have made so that the weather becomes badder and badder as Agatha troops go along
    • I’m not fond of bots chieftains

    This. The rest aswell but this part in particular.

    1. I would love to fight in some dark, bad weather like a massive storm combined with lightning or something along these lines, that would be awesome! I absolutely LOVE the foggy, misty atmosphere of the forest with its huge trees and beautiful lighting. More of that!
    2. Yeah how about letting players be chieftains? 4th objective is way too easy, even for unorganised groups since the AI is not capable of fighting players. Properly, that is.



  • This map has the weirdest objectives ever. I have no idea the reasons why things are happening, but I just follow the orders, I guess. Burn down tents. I can do that. But why are these tents here? Is this supposed to be a siege? Most dangerous placement of a siege camp ever. Push a cart. Sure, I’ve done that before. But what exactly did we need the cart for? It doesn’t seem to be loaded with anything we need for the objective. Food stuffs maybe, if we expect to lay a long siege to that little outpost, but we are just right outside our own castle, so… And the next objective is hacking down a wall and stop pushing that cart, so we didn’t need the cart to actually tear down the wall. Last objective is scaling the walls of a wooden fort. See how nice the enemy is, they have already put ladders up on the outside for us to use! Objectives are either killing the dumb cheftains who can’t even fight properly (so I wonder how they got to be cheftains in the first place) or taking over the keep in the middle of the fort. Why does it have to be either? This objective is really hard for Masons. The bot cheftains are really dumb, so you really gotta put all manpower to keep enemies away, but that doesn’t stop archers since the cheftains are standing in the open. So with your team protecting those guys, it’s easier to capture the keep. Get rid of the bot cheftains, or make them player controlled and keep the “either do A or B to win”-objective.

    Also, as others have said, it’s really weird that the weather goes from sunny day to really dark to really sunny again. I get it, it’s a thick forest. Thick forests still don’t make it night time during daytime. Just have the weather actually turn into rain, like when you reach the “tear down the barricade”-objective, it can start to drizzle, and when you break through the gate, it can start pouring down and you can start hearing thunder. Or does it make it to close to Dark Forest? This forest is much darker than Dark Forest anyways.

    As it is now, I don’t really like this map. The forest is pretty cool, but it’s very chaotic. And the cart objective makes no sense. The other parts of the map I don’t like very much.



  • @SavageBeatings:

    This map has the weirdest objectives ever. I have no idea the reasons why things are happening, but I just follow the orders, I guess. Burn down tents. I can do that. But why are these tents here? Is this supposed to be a siege? Most dangerous placement of a siege camp ever. Push a cart. Sure, I’ve done that before. But what exactly did we need the cart for? It doesn’t seem to be loaded with anything we need for the objective. Food stuffs maybe, if we expect to lay a long siege to that little outpost, but we are just right outside our own castle, so… And the next objective is hacking down a wall and stop pushing that cart, so we didn’t need the cart to actually tear down the wall. Last objective is scaling the walls of a wooden fort. See how nice the enemy is, they have already put ladders up on the outside for us to use! Objectives are either killing the dumb cheftains who can’t even fight properly (so I wonder how they got to be cheftains in the first place) or taking over the keep in the middle of the fort. Why does it have to be either? This objective is really hard for Masons. The bot cheftains are really dumb, so you really gotta put all manpower to keep enemies away, but that doesn’t stop archers since the cheftains are standing in the open. So with your team protecting those guys, it’s easier to capture the keep. Get rid of the bot cheftains, or make them player controlled and keep the “either do A or B to win”-objective.

    Also, as others have said, it’s really weird that the weather goes from sunny day to really dark to really sunny again. I get it, it’s a thick forest. Thick forests still don’t make it night time during daytime. Just have the weather actually turn into rain, like when you reach the “tear down the barricade”-objective, it can start to drizzle, and when you break through the gate, it can start pouring down and you can start hearing thunder. Or does it make it to close to Dark Forest? This forest is much darker than Dark Forest anyways.

    As it is now, I don’t really like this map. The forest is pretty cool, but it’s very chaotic. And the cart objective makes no sense. The other parts of the map I don’t like very much.

    +1 TB up your map making standards if you have an self respect as an artist.



  • Can you find a way to slow agatha at the third objective? Because they are on the walls too easely



  • is this out of alpha yet?

    the map seriously needs some polish

    everything about it feels super bland, its almost like it never got finished


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