[WIP] Fortification Map Contest - Naval Warfare



  • COMING SUMMER 2014

    AOCTO-NavalWarfare_p

    Agatha and Mason fleets finally meet each other near an archipelago.
    Meanwhile, Agathian spies have discovered that Malric is on-board.
    Masons seized the biggest island including a tiny fortification and a small harbour with a catapult
    so Agathians will not risk sinking of King Argon’s flagship and will first disable the sentry point.
    What will Malric do after the landing of Agathian forces? Will he settle in the fortress or flee like a coward?

    TO consists of 3 parts:

    I. Pyre

    A: Burning the guard post.
    M: Defending the guard post.

    II. Pushable

    A: Taking the wheel of flagship.
    M: Taking the wheel of flagship.

    III. Assassination

    A: Killing the King.
    M: Defending the King.

    AI is supported, however bots can’t steer boats so playing with bots is not recommended.

    TD, LTS and FFA versions are also available.

    Maps included in this workshop:

    AOCTO-NavalWarfare_p.udk
    AOCTD-NavalWarfare_p.udk
    AOCLTS-NavalWarfare_p.udk
    AOCFFA-NavalWarfare_p.udk
    AOCLTS-NavalWarfare_SeaBattle_p.udk
    AOCFFA-NavalWarfare_4h_p.udk

    This work is in progress
    so reporting bugs, balance issues or just any feedback would be greatly appreciated.

    Steam Workshop:
    http://steamcommunity.com/sharedfiles/filedetails/?id=246911985

    Thanks for playing and I hope you’ve enjoyed it.

    Videos

    coming soon

    coming soon

    Screenshots

    coming soon

    coming soon

    coming soon

    Changelog

    **Update: 27 Sep @ 4:25pm
    **
    – “hothothothothotfixed” Treasure Island

    PS:

    Maps are not finished yet, though hard-core online playing with 32+ people is highly supported as well as giving me any feedback on them especially criticism.

    Update: 27 Sep @ 4:10pm

    – “hothothothotfixed” Treasure Island

    PS:

    Maps are not finished yet, though hard-core online playing with 32+ people is highly supported as well as giving me any feedback on them especially criticism.

    **Update: 27 Sep @ 3:50pm
    **
    – “hothothotfixed” Treasure Island

    PS:

    Maps are not finished yet, though hard-core online playing with 32+ people is highly supported as well as giving me any feedback on them especially criticism.

    **Update: 27 Sep @ 3:41pm
    **
    – “hothotfixed” Treasure Island

    PS:

    Maps are not finished yet, though hard-core online playing with 32+ people is highly supported as well as giving me any feedback on them especially criticism.

    **Update: 27 Sep @ 3:14pm
    **
    – “hotfixed” Treasure Island

    PS:

    Maps are not finished yet, though hard-core online playing with 32+ people is highly supported as well as giving me any feedback on them especially criticism.

    **Update: 27 Sep @ 1:44pm
    **
    – finished Treasure Island

    – added AI Pathing

    PS:

    Maps are not finished yet, though hard-core online playing with 32+ people is highly supported as well as giving me any feedback on them especially criticism.

    **Update: 14 Sep @ 1:19am
    **
    – hotfixed crane at harbour

    PS:

    Maps are not finished yet, though hard-core online playing with 32+ people is highly supported as well as giving me any feedback on them especially criticism.

    **Update: 14 Sep @ 12:30am
    **
    – finished crane at harbour

    – implemented swimming / diving feature

    – added 4 hours version of FFA map

    PS:

    Maps are not finished yet, though hard-core online playing with 32+ people is highly supported as well as giving me any feedback on them especially criticism.

    **Update: 10 Jan @ 12:15am
    **
    – removed cinematic Flagship voyage from non-TO maps in order to increase performance

    PS:

    Maps are not finished yet, though hard-core online playing with 32+ people is highly supported as well as giving me any feedback on them especially criticism.
    **

    Update: 30 Dec @ 12:44pm
    **
    – added other game modes

    PS:

    Maps are not finished yet, though hard-core online playing with 32+ people is highly supported as well as giving me any feedback on them especially criticism.

    Update: 22 Dec @ 2:11am

    – progress with creating brand new Landscape

    – progress with overall polish, debugging and usability improving

    – progress with fixing cliffs’ collisions

    – removed blocking cart and significantly reworked hill to avoid confusion and to streamline level flow

    – ballistas “nurfed” by 50%

    – boats now respawn after sinking

    PS:

    Map is not finished yet, though hard-core online playing with 32+ people is highly supported as well as giving me any feedback on it especially criticism.

    Update: 13 Aug @ 12:26pm

    – added distance culling in order to increase performance and to aid mid-low end systems

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    **Update: 9 Aug @ 12:02am
    **
    – fixed “black oil spill at sea” issue

    – progress with creating brand new Landscape

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    Update: 8 Aug @ 12:54am

    – “hotfixed” boats

    – “hotfixed” catapult

    – “hotfixed” Flagship ballistas

    – “hotfixed” Flagship ammobox

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    **Update: 6 Aug @ 9:25pm
    **
    – improved siege ladders

    – “fixed” escape tower

    – “fixed” catapult

    – replaced Flagship ballistas with functioning ones

    – replaced Flagship ammobox with functioning one

    – “removed” Agatha spawns from watchtowers

    – increased TO protips display time from 10s to 15s

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.
    **

    Update: 1 Aug @ 10:47pm
    **
    – “fixed” Mason twin-island’s watchtower

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    **Update: 1 Aug @ 10:10pm
    **
    – fixed Pyre TO protip

    – progress with “fixing” Mason twin-island’s watchtower

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    **Update: 1 Aug @ 8:40pm
    **
    – added TO protips for the sake of gameplay clarification

    – progress with “fixing” Mason twin-island’s watchtower

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    **Update: 31 Jul @ 3:32pm
    **
    – reworked spawning to enforce proper (naval) gameplay and to tweak level flow
    (especially flow of Pyre & Pushable TOs)

    – tweaked Pyre TO HUDs for the sake of gameplay clarification

    – added “arrow path” as a indication to the siege ladder on a nearby hill

    – progress with “fixing” Mason twin-island’s watchtower

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    **Update: 29 Jul @ 1:57pm
    **
    – improved boats’ intuitiveness

    – updated HUDs to fit new UI

    – updated scoreboard TO stages icons to fit new UI

    – “fixed” Flagship ballistas

    – updated ships’ collision box (including Flagship)

    – moved level load camera

    – progress with “fixing” Mason twin-island’s watchtower

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    Update: 14 Jul @ 9:59pm

    – “fixed” escape tower bell’s and gate winch’s sounds

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    Update: 14 Jul @ 7:37pm

    – progress with “fixing” Mason twin-island’s watchtower

    – progress with “fixing” escape tower bell’s and gate winch’s sounds

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    Update: 11 Jul @ 12:38am

    – updated fleet

    – updated Mason twin-island’s watchtower

    – updated Flagship (Pushable TO) voyage

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    Update: 8 Jul @ 3:02pm

    – tweaked boat protip and Assassination TO descriptions for the sake of gameplay clarification

    – progress with updating fleet

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    Update: 7 Jul @ 2:49pm

    – progress with updating fleet

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    **Update: 6 Jul @ 5:49pm
    **
    – decreased minimum spawn time
    from
    A 0s / 0s / 0s
    M 20s / 0s / 35s
    to
    A 0s / 0s / 0s
    M 0s / 0s / 5s

    – decreased ballistas’ reload time from 15s to 5s

    – progress with updating fleet

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.
    **

    Update: 4 Jul @ 1:44pm
    **
    – “fixed” jettys’ collision

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    **Update: 2 Jul @ 6:06pm
    **
    – progress with updating fleet

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    **Update: 1 Jul @ 7:45pm
    **
    – progress with updating fleet

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    **Update: 1 Jul @ 1:22pm
    **
    – removed extraneous testing files from workshop item to optimise download file size

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    **Update: 1 Jul @ 2:57am
    **
    – progress with updating fleet

    PS:

    Map is not finished yet, though hard-core online playing with 32 people is highly supported as well as giving me any feedback on it especially criticism.

    **Update: 1 Jul @ 1:16am
    **
    – removed ambient Landscape in order to increase performance

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 30 Jun @ 10:28pm
    **
    – progress with updating fleet
    implemented workaround for “server location / position synchronization problem”

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 30 Jun @ 8:54pm
    **
    – Terrain converted to Landscape
    Alt + Tabbing game does not break ground anymore

    – progress with world creation

    – progress with updating fleet

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 23 Jun @ 2:00pm
    **
    – progress with world creation
    (Mason island,…)

    – progress with updating fleet

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 20 Jun @ 12:46pm
    **
    – “fixed” map boundaries

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 20 Jun @ 12:16pm
    **
    – reworked map boundaries

    – progress with updating fleet

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 20 Jun @ 11:05am
    **
    – reworked map boundaries

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 20 Jun @ 9:57am
    **
    – progress with updating fleet

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 19 Jun @ 2:25pm
    **
    – progress with updating fleet

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 18 Jun @ 10:15pm
    **
    – progress with updating fleet

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 18 Jun @ 8:13pm
    **
    – progress with updating fleet

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 17 Jun @ 11:16pm
    **
    – “reworked” boat prototype’s controls

    – removed cheats
    (god mode & atlantis)

    – removed Quick Start Guide

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 15 Jun @ 11:05am
    **
    – added “_p” to names of all maps
    it seems like servers can’t handle maps without “_p”

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    Update: 14 Jun @ 7:27pm

    – finished new prototype of boat

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    Update: 13 Jun @ 1:46pm

    – progress with new prototype of boat

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    Update: 12 Jun @ 5:46pm

    – progress with new prototype of boat

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 12 Jun @ 4:12am
    **
    – introduced prototype of boat with brand new collision box and significantly reworked mechanism

    – significantly revamped graphics

    – progress with world creation
    added treasure island,…

    – fixed intro and Quick Start Guide

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 1 Jun @ 4:25pm
    **
    – progress with world creation
    added sea cliffs

    – repositioned underwater damage volume
    moved up by 48 + 8 px
    default height of pawn is not considered as pawn’s straight height anymore but as pawn’s crouched height instead
    this change endeavours to bring more realism to gameplay

    – intro and forward spawning messages are not popped up via chat window anymore but via sub crosshair text instead

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 28 May @ 9:46pm
    **
    – reworked fleet
    sacrificied diversity for the sake of gameplay and fun factor as these are the main priority goals
    all boats are the same now (sail-full)
    increased primary forward speed from 1.5 / 2.5 / 3.5 to 4.5 px per 0.01s
    increased secondary forward speed from 1.5 to 3 px per 0.01s (after destroying the sail)
    increased L / R rotation speed from 3 to 12 deg per 1s
    increased armour - 2 ballista shots are required to sink a boat now, though catapult can still 1 shot and Insta-Sink
    all boats are provided with ballista / catapult resistant shields
    none of boats is provided with lantern anymore

    – decreased ballistas’ reload time from 30s to 15s

    – decreased Flagship (Pushable TO) voyage’s length from 7min to 5min
    (increased Flagship’s speed)

    – decreased game time from 3x15 min to 3x10 min

    – enabled forward spawning

    – progress with world creation
    (Mason harbour, crane)

    PS:

    Map is not finished yet, though playing it and giving me any feedback on it especially criticism is highly supported.

    **Update: 18 May @ 10:19pm
    **
    – decreased Flagship (Pushable TO) voyage’s length from 12min to 7min
    (increased Flagship’s speed)

    – players are granted TO points for capturing area near steering wheel during Pushable TO now
    Agatha for “steering” (“pushing”) and Mason for “stoping”
    for kill in this hot area player is granted extra 30 bonus points
    Pushable TO (killing “captain of Flagship and his admirals”) should be more meaningful now

    – progress with world creation

    PS:

    Map is not finished yet and is not recommended for serious play, though it is highly supported to check map from game mode.

    **Update: 15 May @ 11:36pm
    **
    – added intro and Quick Start Guide

    – reworked spawning to resolve “gangbang” issue and to tweak level flow
    (especially flow of Assassination TO)

    – little progress with world creation

    PS:

    Map is not finished yet and is not recommended for serious play, though it is highly supported to check map from game mode.

    **Update: 11 May @ 7:47pm
    **
    – progress with world creation
    added siege ladder on Mason island,…

    PS:

    Map is not finished yet and is not recommended for serious play, though it is highly supported to check map from game mode.

    **Update: 5 May @ 2:52am
    **
    – finished both fleets
    there are 68 functioning boats, 20 + 14 for each team

    – decreased ballistas’ reload time from 180s to 30s

    – decreased Pyre TO Extinguish time from 180s to 75s

    – increased underwater damage from 3 to 4 hp/s
    MAA is now the only class capable of “Secret Scuba-Diving Ninja Commando’s Tactic”
    MAA can run from one island to another along the sea bottom and can make it to all main 4 islands in time with 20 hp remaining
    other classes would die, they’re not so fast

    – decreased game time from 3x20 min to 3x15 min

    – revamped graphics
    tweaked color of sea material
    tweaked color of PostProcesVolume - this is underwater effect (for nonSDK people)
    tweaked color of lighting
    increased brightness of lighting from 1.5 to 4
    changed base terrain sand material - old material was reflecting sun “too much”

    PS:

    Map is not finished yet and is not recommended for serious play, though it is highly supported to check map from game mode.

    **Update: 29 Apr @ 7:54pm
    **
    – worked on twin-island a little

    – added more boats

    – boats’ lanterns are destroyable now

    – boats’ ladders are destroyable now

    PS:

    Map is still not finished and is not recommended for serious play, though it is highly supported to check map from game mode.

    **Update: 25 Apr @ 10:46pm
    **
    – added more boats
    (boats with lantern are capable of Morse code instant messaging)

    PS:

    Map is still not finished and is not recommended for serious play, though it is highly supported to check map from game mode.

    **Update: 23 Apr @ 3:23pm
    **
    – worked on twin-island
    added watchtower, siege ladder…

    – changed TO stage thumbnail pictures from low res to high res, though less suitable

    PS:

    Map is still not finished and is not recommended for serious play, though it is highly supported to check map from game mode.

    **Update: 16 Apr @ 4:46pm
    **
    – finished Pyre TO

    – reduced game time from 3x30 min to 3x20 min
    made some minor timing changes according to this

    – added more boats

    – added feature of destroyable sails of boats
    there are 3 speeds of boats: 1.5 (plain boat), 2.5 (sail-furled) and 3.5 (sail-full) px per 0.01s
    if you destroy sail (with ballista or catapult), it will slow down the boat to 1.5 px per 0.01s
    speed of reverse of all types of boats is 1 px per 0.01s
    (there are only 6 functioning boats at the moment)

    PS:

    Map is still not finished and is not recommended for serious play, though it is highly supported to check map from game mode.

    **Update: 10 Apr @ 1:43am
    **
    – fixed spawn changing

    – added restriction for King’s escape for first 10 mins

    – added more boats

    – enabled Gate’s auto-opening (once per minute) ***

    – Mason’s spawn shack transposed ***

    PS:

    *** Aim of these updates was to make map more attractive for people who test from game mode and don’t test from editor instead (they will not affect final release).

    Map is still not finished and recommended way of checking is from editor, although it is technically playable (there is 2nd and 3rd TO that will end map properly).

    **Update: 8 Apr @ 6:32pm
    **
    – PostProcesVolume “enabled” (scaled from working value 0.001 to 1)
    this is blue effect when underwater (for nonSDK people)

    – transposed presentational boat to more accessible area (near Agatha island jetty)

    PS:

    Aim of these updates was to make map more attractive for people who test from game mode and don’t test from editor instead.

    Map is still not finished and recommended way of checking is from editor.

    **Update: 7 Apr @ 11:55pm

    **
    Update: 7 Apr @ 11:54pm

    Making-of: Quick Start Guide


    Welcome to Naval Warfare!

    To sail properly avoid “Holding W Glitch”.

    You steer boat by giving 4 instructions to it:
    forward, backward, rotate left and rorate right.

    In real-time you can perform 1 instruction only.

    Boats are provided with “magic areas” that trigger particular instructions when entered,
    to stop instruction exit that area.

    To start steering session find “magic area” and jump only once on that place (very important).

    Don’t try to run towards borders of boat all time holding “W” and colliding with them.
    This will push your boat very little but sailing this way is very slow, frustrating, not intended and glitchy after all.
    These phenomena are a.k.a. “Holding W Glitch”, avoid it please (very important).

    “Magic areas” a.k.a. TriggerVolumes are placed right on boats’ boards and are really short,
    you can attack, crouch and taunt while riding a boat but beware of jumping, this will interrupt your steering connection.

    Though for some unidentified reasons sometimes it stops working :(.
    Just one more jump on TriggerVolume and your dreamed world cruise is coming true :).

    Forward TriggerVolume is in boat’s bow.
    Backward TriggerVolume is in boat’s stern.
    Left Rotation TriggerVolume is in boat’s front port.
    Right Rotation TriggerVolume is in boat’s front starboard.

    Bon Voyage!

    https://www.youtube.com/watch?v=U5ltAYqJWIc

    https://www.youtube.com/watch?v=b27W3tU9eUQ

    https://www.youtube.com/watch?v=VeBYAJEYCiM

    https://www.youtube.com/watch?v=4LK5HWGu9jk

    https://www.youtube.com/watch?v=jgt0gGbFI7s

    https://www.youtube.com/watch?v=Bj_A8_GIBys

    https://www.youtube.com/watch?v=wETVzaoHVU0

    https://www.youtube.com/watch?v=CTtjf8uRJ9E



  • I love your name! hahaha, it is the name of one my dogs!!

    BTW, great idea for a map. I’ll have to install her up and test the early build!



  • woow Yarnuuu thanks so much for feedback and support, I love your ‘…my lords and ladies and dirty squires…’ :)



  • Hi! I have no Idea how you work to be able to move the ships they move too slow!!



  • @leynadix:

    Hi! I have no Idea how you work to be able to move the ships they move too slow!!

    be more specific please, what do you mean?

    there are 5 ships
    4 are static, they are just strategic points good to hold because of ballistas, ammo, archer posts
    1 is moving ship - TO pushable (ammo, ballistas and ladders are just decoration - unfortunattely I was not able to do moving and functioning concurrently, but maybe it’s fortunatelly because of balance, Agatha would be then unbeatable with ballistas) - Agatha have to hold position near wheel for 12 mins to win 2nd objective

    boats are the steerable, sinkable "vehicle"likes
    there is only 1 functioning boat at the moment (the slowest 1.5 px per 0.01s)
    there will be 3 different speeds of boats in total (also 2.5 px and 3.5 px, reverse for all types will be 1px)
    each team will have 20 boats (only 20 not respawnig boats) in their fleet

    hopefully today evening there should be next update with presentational boat of each type

    all other boats are just static meshes now and are there just for me as a help how to good design harbours and enviroment for jettys spacings etc… (they willl replaced with functioning later)

    –edit–

    hey, just to be sure

    for other ppl reading this:
    beware of reading text beneath, discovering how to steer my boats could be entertaining challenge, I didn’t put any HUD instructions in game intentionally (at least I suppose it could be fun, if I am wrong give me feedback please, maybe i will do little ingame tutorial later)

    if you were steering boat were you holding W or just doing nothing and standing?
    because holding W and colliding all the time with boat’s walls is NOT the right way how to steer it

    to “steer” go to bow/stern/(port and starboard you will need to find right place) of boat jump once on place (this jump is very important in most cases) and that’s all you are travellling :D (but now don’t move out of that place unless you want stop movement of boat)
    (if sometimes it stops working don’t ask me why because it should be working all the time just one more jump and your voyage around the world is reality :D)



  • Yeah I was playing around with the boats! haha, great bit of fun. Though I think the boats are a bit slow! I had to go to the ‘bow’ of the ship and just hold down W.

    Slowly but surely the boat slowly… ‘Glitched’ forwards. Though I could not direct it towards the objective!

    I’m looking forward to this map when it’s fleshed out, I think people are really excited for some naval combat!



  • Do you know that you could mix various matinee at the same moment?
    You cand create 3 matinees, 1 straight fordward, and the 2 others to rotate, if you stop the rotation, the fordward matinee will mooves in the good direction.

    I have automated ships on my map, if you move too fast, players couldn’t jump and it has someglitch on combat.



  • hey guys,

    thank you both so much for feedback :)
    this is very importnat for me because now I see, that holding W glitch is the most intuitive action to move boats little bit and it deceives people they are steering and it’s really slow and frustrating if you move boat this way

    I am going to install Fraps, and no promises but hopefully this evening should be uploaded video with some steering tips

    also I decided definitely to put some instructions in game (they will be as opportunity to “read” a map in spawn shacks)

    @ Leynadix thank you very much for tips with matinee and willingness to help :)

    don’t worry I am interested also in other maps not only mine I’ve started to check TB forum briefly about month ago
    so I know about your work I know that you wanted at first to do some Moor modificaton but then you changed some things and now when I saw last screen with ship it looked very interesting but I didn’t suppose (that time) also you have steerable ships that sounds exciting! the more naval maps in chivalry will be the better fun for all people playing :)

    yeah about those inertia glitches I know something… when I was testing my 2nd TO and matinee time was set just for few seconds (12 min right now so speed of ship was like hyperdrive jump before :D),
    but don’t worry abot them just find good balance for speed between glitch and fun, for example if ship moves fast and u jump as a vanguard with 2H sword and you do slash attack you can kill all the crew at once :DDD so something that appears as a glitch at first could develop into feature later ;) (but I didn’t test your map so far so I don’t know how fast is that ship so it’s just a tip all is up to you)

    At first I wanted the ability to go NW or NE also so yeah I was testing to combine 2 matinees at once but it was glitchy, sometimes it worked well and sometimes it would teleport you 10 meters away :D so I decided only for forward backward left and right rotation and if one is functioning the others can start only after the first move will stop…

    I want to check all custom maps and mods aswell (no matter if contest entries or not) so far I’ve encounterd only with LaserSword mod and some maps from Jasmine (I was playing on his own custom server) and I also tried Giant Slayers on KnH servers it was sooo fun :DDD very good maps mods if I check something I give also feedback to those ppl

    but there is one reason why I check just briefly other things at the moment,
    StarWars mode SuperMario map and other things I’ve checked so far were very entertaining but not so serious in a way I could take some inspiration from it

    I have very precise vison of my map, all technical aspects are already finished or I am sure I can do them (last missing thing is pyre TO and that is reaaly easy to do in kismet, all pyre actors are set up in the world, just location is not final because enviroment is not finished yet)
    I know exactly how I want to finish enviroment where to put eastereggs and stuff…

    and I am not studying checking other maps because of lack of time and for more important reason that I don’t want to get influenced and to move away from my very first pure vison of map (this proces is subconscious, if you see sth it will glue to your brain and you can’t erase it that simply then so that’s why I just check screenshots in workshop browser when there is something new but the big chekcing of custom content will be after I will finish my map)

    so when I will be finished I am glad to check your map little closer and check also your kismet boats mechanism because it sounds really ineteresting, keep at good work bro :)



  • How do I download the FFA map for dedicated server. Only the team objective is being downloaded.



  • People, you are amazing! I appreciate really every (really every) subscribe, like, comment and all support!
    THANK YOU all!
    You boost me so much people that I’ve made a surprise gift FOR EVERY YOU!

    I’ve just implemented a new feature for boats,
    now you can shoot and destroy sails of boats and it will slow them down (more than -50% of regular speed in some cases),
    this could provide significant advantage for your team so be sure to always have skillful artillery men in your crew!

    I hope you will like this and that it will bring more depth into the naval combat and it will allow much more complex team-based strategies on the sea.

    My first intention was to make this update really just as surprise and not to continue with “feature showcase” updates, make only one more final update,
    but I’ve changed my mind, because I’ve realized that some things that work 100% in editor work 0% after cooking and in game mode.
    (so almost all my hard testing in editor is for naught then, map has to be tested in game mode,
    e.g. you may notice blue-white square texture on one roof
    or really low resolution thumbnails of TO stages in this update,
    don’t ask my why… no idea… (in editor was everything OK))

    So I will keep updates up every time there will be some part made and I will be willing to check if it works also in game mode.

    Have a nice day! :)



  • I think a (shake camera) event could be fine while ride boats, But I tried it in my map and doesn’t works.



  • @Computer1:

    How do I download the FFA map for dedicated server. Only the team objective is being downloaded.

    Hi, yes at the moment only TO map is downloaded,
    as soon as TO will be “gold” I will repurpose to other modes aswell
    (you really wouldn’t like to play it in this state I think (so I didn’t create TD, LTS and FFA yet)
    (even TO is not recommended for serious playing now, just for checking)

    Thanks for feedback, I will do my best to make also FFA asap :)



  • @leynadix:

    I think a (shake camera) event could be fine while ride boats, But I tried it in my map and doesn’t works.

    Hi, I agree that shake camera seems charming,

    I thought about using this after leap in the hay pile,
    on my map if it had been part of boat riding it could have been disturbing because I hope some playres will be all the time just sailing or camping with ballista so if all game would be camera shaking they might have not liked it

    but when I was testing sth and needed another camera position I tried setcamera and attach… I’ve made it the same as in normal UDK where it works ofc in AOC UDK no chance :D, so this discouraged me for any camera things (I thought that there it would just hardly work, or it’s not worth of time needed for discovery of how-to-do)

    but you have great castle in your map and boats are not the base of CastleCliff (I checked screens already briefly at least), it could be good for your map, so I can give it a try and will play little with it, I will post to your thread then with my discovery (or not discovery)

    Thanks for feedback bro, and GL in first round :)
    (I can’t make it till end of April, I will compete only in second lap)



  • 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**

    • Nice Visuals.
    • Don’t use Terrain, use Landscape. Ground breaks when alt-tabbing because of this.
    • Boats are confusing. Adding a new element as drastic as a controllable ship needs information on how to use it.
    • Landscape slopes are too steep, causing many collision issues.
    • No clear indicator on where the water kills (or if it even does)
    • Feel more like a Kismet Demo than a playable level.
    • No cover or tactical elements.
    • Playspace is completely open and flat.
    • Poor Level Flow, no choke points or obvious points of interest.
    • Overly Confusing ship passage, could not finish.

    Objective#1

    • Tiny Spawn Rooms
    • Unclear how to get out of Spawn Rooms
    • Super Long Boat Ride

    Objective#2
    DNFObjective#3
    DNF



  • yay, thanks for feedback guys!

    –I will try to convert terrain to landscape (checked net and it should be possible), not very willing to do all new landscape from 0, because many things are aligned exactly to fit somewhere

    –Aye, definitely will add some instructions for boats’s sailing

    –volume for underwater damage’s Z:
    “(sea level) (minus) (pawn height)”

    damage is applied but after a while underwater and I have reasons for that:

    (btw. yes you can “exploit” it and just crouch near shore and hide there…)
    this is because I don’t want to have water that kills you when you stand in it with your feet only so “sea level - pawn height” now I am sure pawn’s head is under sea level and he is drowning
    there is no entry pain, damage is 4 hp/s and every 10 s damage is applied
    I want to give player who will end underwater for any reason a chance to survive
    (but he must know my map and terrain very well - reward will be he’s life…)
    and other reason is that I want MAA to be able to get to other main islands also by non-boat way…

    – Yeah I enjoy playing with kismet :D, but I hope as soon as map will be finished or at least there will be main gameplay-wise objects in the world,
    it will be also fun to play it
    (I didn’t apply for 1st round because I know in this state it’s no fun to play it, rather just discover and test it)

    – @ not clear way how to get out of spawn
    Did you mean that sometimes door don’t open immediately or you would like to have there HUD or some hint message?
    because doors should open or close after every hit providing you are in right faction (you can’t open Agatha door as mason ofc.), that’s a way of spawnkilling protection
    I know that in game mode sometimes door will open after 3 or even more hits,
    I have no idea why this bug is happening :(
    accroding to kismet it shoud work always (in editor mode it also works always)

    if you meant that it’s not intuitive enough to hit door, well some players might have problems with that but I really want to keep this discovering style in my map,
    I don’t intend to give some HUD or console messages to hint for door opening
    -> if you are in room with 4 walls and 1 door 2 things should came to your mind (imho),
    press E near doors (doesn’t work)
    so then hit door and this works

    – long boat rides, completely open and flat world,…
    I see what you mean,
    to be honest I really would like to thank you guys for this contest!
    there are so good and so many new maps… that’s incredible

    I would create some naval combat map with contest or not
    as soon as you released SDK on 10 January I started to play with it
    with my ultimate goal to make some map with boats able of steering one day…

    but I am really grateful to you that you pushed my lazy ass to check how to make TO and try maybe little harder (before I thought TO is too hard for me, I wanted to stick with FFA/LTS/TD only)

    exactly in time when I’ve discovered all things I wanted to know to make some (I hope fun) map you brought us contest
    so big thanks for great timing!

    I hope my map will bring very unique in CMW never unseen experience and it will be fun to play!
    I see some people might not like it because my aim is naval combat (and well boats’ collision are not perfect but I don’t know how to make it better… just yet, not yet for this map) and some maybe not so usual game mechanics and level flow in CMW… but I hope you would like it even if it wouldn’t win anything

    if you would just have some fun if you would play ofc. I will be glad :),
    if you were not like it, I would understand it

    so, prizes and stuff is not the main motivation for me doing this, though I would be pleased if I got sth ofc as anyone in this contest :D

    but there are some key features that give a “soul” to this map and I am absolutelly determined to stick with these…
    so don’t worry I will add some rocks in water but
    “playspace is completely open and flat” this will not change because I want player to have freedom & just sail wherever (aye some guys might ingore TO and they might be “get hated” then in teamchat… :D hopefully it will be fun afterall)

    – “confusing ship passage DNF”
    do you mean like you really didn’t know how to or it was just boring?
    Flagship sails for 12 min in case more Agathians than Masons are near steering wheel (I mean really near like in range of wheel you are able to steer in real life)
    Mason try to get on board with their fleet and take over the Flagship…
    (Masons will have also 1 chance to jump on ship from watch tower that will be on twin island - this isn’t present on map yet)

    –also not sure what update you were trying but I suppose 29 Apr, so that time there were only 12 functioning boats, (now both fleets are finished and there are 68 boats in total)

    –last question (if you are still reading I really thank you):
    somewhere in Hordemode change log I’ve read that “there is bug bla bla… this is causing maximum time limit for map 60 mins”
    now my map is 3x15 mins so should be ok, but this might change back to 3x20 (in that case 60 min limit could cause problems with my map…),
    so is it true that there is limit? (I didn’t know so far, I thought you just set it in kismet and that’s your time limit for map)
    will you alter it in future updates?


    edit

    – ohh and I hoped to 4 static ships be some point of interst if you seize them (every ship has 4 ballistas) you can sink boats sailing around (provididng also archer spots & ammoboxes)

    then twin-islands of course (1 is under construction now, the other will be just copied and mirrored then)
    for archer spots, ammoboxes and also for torches (and Mason twin-island for “jumping ramp” to Flagship…)

    to be honest your update with 4 archers limit on official servers is not very good for my map :(



  • Dear TB,

    I’ve noticed that pawns’ coordinates are randomly updating now and there to previous position (some miliseconds maybe)

    This is causing glitchy sailing with my boats’ system
    from time to time you have to rejoin steering session - it’s pretty annoying :(

    so far I thought that it is some my fault,
    but I noticed this bug also when I stand in Pushable area in Flagship TO and sometimes it seems like I “teleport” little behind (or just to previous position) and pushing Flagship stop work I have to make a step closer to wheel again

    so this is general bug with any mover

    I would like to ask you if there is some meaningful reason for this, is this on purpose working this way?,
    I don’t know how it is programmed internally that’s what only you know

    If not are you planning to fix or at least willing to try to solve it out one day?

    2nd thing which I noticed is that pavise is somehow weirdly fixly attached to world coordinates?
    if you deploy pavise in ArgonsWall in the air on lift it will stay in air
    (could it be attached somehow to mover if it is possible ?)

    just imagine approaching Flagship to Mason harbour full of Knigth’s with tower shields and aaarchers with deployed pavise….

    if you could fix these two things one day I think some people would enjoy this map :)



  • hey guys,

    I wanted to “test” my map and I was very lucky when I found that it is running (right now) on one US Alpha server (EU Alphas are turned off at the moment :( )

    1. but I have no idea why it tries to download map everytime, shall I subscribe my own workshop or wtf ? :DDD

    2. everytime it writes: all workshop files were downloaded succesfully but server uses some file and I don’t know what because that error message is too long to fit in that window :D so there is some error and I can’t play it :(

    I tried vote my map yesterday and console responded that my map does not exist (it was Alpha server aswell)

    can you pls advice me if sth is wrong with my file? or could you fix it somehow please?





  • Played the map today, but understand that my feedback might be off as there was nobody else in the game with me and I couldnt do any objectives because of this XD But I did spend some time running around the level and there were a few things I noticed

    First of all the idea with the boats is really cool but I found them extremely annoying to use, not sure if I was just using them wrong or what was going on but I could never use them properly and sometimes ended up jamming myself straight into an island lodging myself under it XD

    You may want players to die when they fall into the water or do damage over time for them at a certain depth, felt weird running around under water XD

    The collisions for getting on the boats was extremely frustrating for me and almost every time I would end up falling into the water instead of getting on one of the boats, I was playing as an attacker. The collisions just need to be looked at on the docks too I think, its hard to tell where there is or isn’t collision currently.

    Overall a lot of cool ideas but I felt the implementation was a little lacking currently. Also the main island reminded me of guildwars 2 XD



  • hey,

    thanx soo much for feedback Evilmrfrank,

    I see a lot of “xD” in your post so I suppose u had some fun with my map and I am very very glad hence that :)

    First of all the idea with the boats is really cool but I found them extremely annoying to use, not sure if I was just using them wrong or what was going on but I could never use them properly and sometimes ended up jamming myself straight into an island lodging myself under it XD

    am glad you like idea,
    I know collisons are not perfect,
    I wanted to use that viking longship from TB and coliisons are locked on cooked meshes as you know…
    boat static mesh that is currently used is, uhh well less bad option :D from 2 avalibale in Content browser

    for steering with really aproximate colllsions I use liitle trick, “captain” of boat stand on “close to colllisons” areas so if there is incoming collision object will push you out of trigger volume… so when there is overlaping sand from island e.g. and you cant continue straight through island -> this is intended map mechanic

    though I think I hear ya, if you “steer” and you run into boat border boat will stop
    and what is even more magic sometimes when you steer game or sth will push your pawn back and you will exit trigger volume and this will stop boat so you have to jump in again

    I have no idea why these 2 things happen, according to “program” in kismet I made I think it should not happen but there is apparently sth that is doing it and I don’t know what
    no help with it from Devs so far, Otreum adviced me sth with “Encroach” settings but this didn’t help me unfortunattely

    so that little teleporting is not intended it should not happen according to my knowledge

    and trust me, no one in the universe is more angry with this bug than me : /

    so I know you “need a skill” to ride those boats,
    little advice that is not included in tutorial cuz teleporting should not happen
    but well it does so,

    to beat it when you jump on Trigger volume try to just little very little step forward with “W” but not too much cuz when you touch border of boat (border that is invisble cuz of shitty collison from TB :D) it will stop
    so just little step foorward to stay in volume

    there 2 techniques to start riding
    a) find border (go ‘W’ forward forward and when you collide with boat’s border -> jump once on that place and then maybe little very little step forward may help to steer long without interuption)

    b)you jump forward (spacebar + W) right on that volume and again when you see little “teleport” and you stilll steering that is sign of incoming next teleport so you need to do little step forward to stay in that volume

    **It is worth noting that when you jump on border of trigger volume it will start steering a boat but there is no inertia so when you land board of boat,
    boat that moved in a while so you are again next to volume instead of being in it and boat is not moving so when you jump on volume always try to jump in middle of it not in borders of volume (it’s invisible so relly “need some skill”)
    **
    I know it might be little confusing I hope I will find out over time what is causing that teleport bug and will fix somehow
    (btw this bug will happen also on 2nd TO Flagship) so it seems to be sth in general will all interpactors in my map :(

    maybe I will try to turn collisons of boats to weapons only and to make my own “collison” from blocking volume but maybe it does not seem like much work but when you do do sth 1 000 000 times u just get bored :D
    and trust me, I am trembling by the thinking of idea rework all fleet again but for the sake of gameplay I would sacrifice myself but at first i will finish other things and moreover I think it will not help cuz that little teleport problem is also on TO flagship so duno why it is happening…. :(

    and “sometimes ended up jamming myself straight into an island lodging myself under it XD” sorry am not native English speaker so just to be sure I understand it correctly what do you mean?
    you was trying to sail through some island and thanx to collsions you fell out of boat into water? (if this then ok this is intentended)
    if there was some weird teleport and you got stuck in terrain or in some rock -> not intented
    (though there are some special “places” for LTS

    Trolling is intended feature of this map so maybe you found one of my special places I don’t know xD, though if community won’t like it maybe I consider “fix” of “special places” so I will see :D)
    if you had time once again and anything weird you would encounter and you could make screen and post it here I will be very grateful :)

    **_“You may want players to die when they fall into the water or do damage over time for them at a certain depth, felt weird running around under water XD”

    _**also in feedback from TB there were some pointers about this but water DOES do damage so now I am really concerned if there is some issue that in online gameplay it doesn’t work or what?

    though “Scuba Diving” is intented map mechanic :DDD
    though try to run from one island to another and you will see it’s not that easy you “need a skill”…. don’t want to put out on table all cuz I meant this to be fun to discover on your own

    and how long were you in water and in what depth? (Did you have “Blue Screen Of Death” xD? if u had blue postproces then you should got some damage)

    **_The collisions for getting on the boats was extremely frustrating for me and almost every time I would end up falling into the water instead of getting on one of the boats, I was playing as an attacker. The collisions just need to be looked at on the docks too I think, its hard to tell where there is or isn’t collision currently.

    _**I am very glad you noticed this
    whatever crazy it might seem this is inteneted map mechanic :D
    you “need a skill” to embark a boat xD
    well to be honest I just liked that there was some SM jetty
    stock maps have about 4000 actors I have over 6000 now
    (and still there are many things missing) so one big ship is made of about 600 actors so I’ve chosen that SM cuz I thought it is better optimization for memory requirements
    so if I had replaced every single jetty with 5, 7 or 15 other actors to build jetty… you understand

    but there is possibility to make collsion weapons only and to add some blocking volumes that wouldn’t be so much actors extra just little

    but as told, these “trolling” jettys are intended and I thought it will be fun :D
    if team survive crucial moment embarking fleet then there is nothing to stop them

    I appreciate your honest feedback and will consider “fixing” jettys collions over time also accoridng to others
    maybe I’ll change my mind
    but I do that map as work of art and that “buggy” jettys are secret reference to one of my inspirations for this map and this is a way how to pay homage to it :D

    and I think it’s just fun if you learn how to use them for your addvantage you can be the “KING” in FFA for exmaple xD

    **_Overall a lot of cool ideas but I felt the implementation was a little lacking currently. Also the main island reminded me of guildwars 2 XD

    _**Thank you for your time I realy apreciate feedback :)
    I know that now everyone do his own map and few ppl have time to test so am glad

    Strong agree still many things to add,
    no promises but hopefully tday or 2moro I want update

    "Played the map today, but understand that my feedback might be off as there was nobody else in the game with me and I couldnt do any objectives because of this XD But I did spend some time running around the level and there were a few things I noticed"

    woow so does it mean Devs fixed Alpha servers finally :D?
    with next update I’d like to finish terrain (converetd to landscape finaly ofc :D)

    then add Lighthouse, finish crane in harbour add some props and then I’m ready to join Aplha servers and to play and test all maps :) (estimated time is 1/2 of June)


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