[WiP] Castle Siege



  • Hi all!

    This my second map for Chivalry.
    One team must build trebuchet, ladders and etc and get inside of the castle.
    Second team must stop them.

    Don’t really have a lot of ideas for objectives yet, but I’ll try to make it in 3 steps(cause I want to enter that contest^^).

    http://steamcommunity.com/sharedfiles/filedetails/?id=231631939&searchtext=

    Here’s some screenshots. There will be a video comming up soon.

    Video - https://www.youtube.com/watch?v=i5QzeFMcBuA&feature=youtu.be



  • Pretty much was fixed, might be some more hidden bugs.



  • Aggregated feedback from the development team. If you have questions, or need clarification, please
    keep it in this thread. I will not be answering private messages. Remember, this is only Round 1,
    and nobody is out it at all.
    **

    General Map Feedback**

    • Lighting is way too dark
    • Can get stuck in the moat. Extremely Frustrating.
    • Poor collision. Stuck in multiple spots in, around, and on top of the walls.
    • Really confusing layout. Doesn’t seem to be any kind of flow.
    • Maze-like and confusing from the walls in.
    • Trebs shouldn’t be on all four sides
    • Need to test maps thoroughly.
    • Objective Text updates are the same throughout, making it very confusing.

    Objective#1

    • Needs better overall indication.
    • Way too many HUD markers.
    • No indication of what the Trebuchet are doing/trying to do.
    • Can get stuck inside the building Trebuchet.

    Objective#2

    • Tall, Occluding buildings and towers all around. Maze-like layout. Impossible to defend.
    • Dark Lighting makes seeing the peasants difficult.

    Objective#3
    The King spawns at the bottom of a long tunnel underground in darkness. Hard to navigate for both teams.



  • Hello!
    Me and my friend played this map today and I want to start of by saying that I love the concept. A big fortress that gets attacked by four different sides, that’s really awesome and I would absolutely love to play it on a 50 player server, but the map itself is so broken that it is unplayable. I will demonstrate how.

    To begin with is the lightning… Terrible. You will see in my further screenshots how bad it is but this is one of the worst examples I’ve seen http://i.imgur.com/Jis1Nng.png.

    The thing that breaks the map the most is that the masons can’t get out of their spawns, they’re just to fat to fit trough the openings http://i.imgur.com/KobtgFY.png.

    I like the idea of being able to build stuff, it feel a bit more “arcady” and brings in a new element. But what’s not fun is the building part. You simply walk up to a green thing that needs to get built, press “e” and then stand there for about 15 seconds not being able to do anything exept for moving your mouse around. Whether this is poorly/lazy design or a bug I don’t know. But I do think that everytime my friend built something i got the same “stunned” effect as he got (did not work vice versa) http://i.imgur.com/PcusbHl.jpg. Some of the buildable things like the rams and the ladders don’t even glow green like they should http://i.imgur.com/XcgPUYw.jpg.

    Are these stairs really suppose to look like this or is something not rendering properly? http://i.imgur.com/Hvri612.jpg

    When we got up on the walls and stood on these textures our characters started falling but without actually falling. They got the falling animations, started bouncing on the ground like when you’re jumping on another players head and scream a lot. It surely was fun but it wasn’t a very effective way to defend the wall http://i.imgur.com/AhNzAkF.jpg.

    Now when you get to the next objective you’re suppose to kill some peasants in the middle. There are not a lot of peasants and we (keep in mind that we were only two players) had to spend a lot of time looking for them. Every time you kill a peasant they make a weird noise that sounds a bit like he is being sucked up by a vacuum cleaner, and the sound only lasts for about 0.2 seconds. When on this objective and pressing tab it will tell you that you’re on the last objective (assult) and not on the current one (kill peasants) http://i.imgur.com/6lOH3I2.jpg.

    In the third objective you’re suppose to kill the king. Now the same bug happened as with the last objective and in the tab menu it said that the current objective (slay the king) was the last objective (kill the peasants). And the king had no HUD markers so it was a bit hard to know what was going on, it also gets really hard to find the king. The king spawned in the mason spawn, for all i know he could have hidden there all round if he wanted. We couldn’t get to him and he couldn’t get to us because of the mason spawn http://i.imgur.com/beMeO18.jpg, so I had to go get my bow to be able to kill him http://i.imgur.com/T3i1qeL.jpg.

    It is really sad to see such a great concept which I know I would have loved being completely broken, and we haven’t even discovered every bug there is in this map. I really hope that this is fixable because I’d love to play this map on a 50 player server!



  • Map: Siege

    Visual: Very dark, lots of bright red/green colors for the build objectives; Ruins the immersion.

    Balance [Offense]: Too easy since defense is stuck in the tunnels and are unable to leave them; We had all the time in the world to complete. The map felt very broken and unfinished; played the same as it did when we played it months ago.

    Bug: Offense and Defense are swapped; Mason are offense but all the objectives they do are defensive. You ‘float’ ontop of the castle walls (Video). Masons are unable to leave spawn 1st objective.

    http://youtu.be/8D_TQEFyHjI

    Opinion: Needs a ton of work to get this map playable.



  • Still not playable;
    -Broken on Mason side, can’t get out of spawn
    -Attack and Defend labels are switched around
    -Can walk through almost all walls in Mason spawn


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