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



  • 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



  • @zombojoe:

    the map seriously needs some polish

    This, or at least remove it from server rotations until you finally get your act together.



  • The chieftains should be the top 4 on mason. That would be a fun and balancing twist.



  • @SHH_:

    The chieftains should be the top 4 on mason. That would be a fun and balancing twist.

    way better than bots tbh



  • @SHH_:

    The chieftains should be the top 4 on mason. That would be a fun and balancing twist.

    Hell yeah. Maybe give them a little less health than the bots though.



  • Or randoms players in the team.



  • I like this map very much,
    but there are more flying objects than total summary of all flying objects in all other TB stock maps…


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