[WIP] Fortification Map Contest - Cornharbor



  • [WIP] Fortification Map Contest - Corn Harbor

    Workshop:

    http://steamcommunity.com/sharedfiles/filedetails/?id=262096510

    Background:

    Corn Harbor is a small village on the coast located in Irilla. Normally Mason friendly. But today there are forces, who want more independence for their hometown, which results in secret deals with the Agathians. Malric got informed by spions about Corn Harbors plans. He sends his right hand Sir Podex with an army in order to punish these traitors. The Agathians support Corn Harbor and try to stop Sir Podex.

    Objectives:

    Objective 1 Forest
    Sir Podex army is moving towards Corn Harbor. He is sitting on his private wagon. The Masons have to push the wagon.
    Agatha: Stop the wagon to stop the Masons
    Mason: Escort Sir Podex on his wagon to Corn Harbor

    Objective 2 Corn Harbor
    In Corn Harbor villagers try to run to rescue ships in the harbor. They wait in their houses until any faction breaks the doors.
    Agatha: Search for houses and escort at least 30 villagers to the rescue ships
    Mason: Kill 30 traitors in their houses and in the streets

    Objective 3 Harbor 1
    In the harbor the Masons prepare their own ships to fight the rescue ships.
    Agatha: Stop the Masons pushing the wagons and defend the cranes
    Mason: Push carts and use cranes to equip the ship

    Objective 4 Harbor 2
    The Mason ships are ready. But they cant set sail without Sir Podex onboard. Sir Podex is controlled by a Mason player.
    Agatha: Kill Sir Podex to stop the Masons setting sail
    Mason: Escort Sir Podex to the ship to set sail

    Objective 5 Seabattle
    The Masons follow the rescue ships to fight them.
    Agatha: Guard ballistas to support the rescue ships
    Mason: Use ballistas to destroy the rescue ships

    Changelog since the last big update

    12-29
    =====
    -harbor: Agatha spawns modified to pretend Masons blocking the exits
    -harbor: stairs added
    -seabattle: new tactical option for Agatha: one transport boat of each side will end right next to the ballista ships. So get a boat full of warriors and enter the ship.
    
    12-20
    ====
    -forest: blocking volume around the cart
    -forest: higher plattform for podex.
    -forest: barricade hp increased from 600 to 3000
    -village: sound volume lowered
    -harbor: blocking volumes added
    -seabattle: archer cover on boats added
    -seabattle: force forward instead of the teleport work around added
    
    12-16
    ====
    -sound for smashing doors added
    -sound for windmill added
    -sound for podex added
    -sound for cranes added
    -animated cornharbor gate
    -2nd agatha spawn in obj.1 changed
    -podex wagon route optimization
    -transport boat route in obj.5 fixed
    -more details in obj.3 added
    
    12-8
    ====
    -HUD progress bar for barricade
    -more animations for podex
    -point volumes for using cranes
    -general bot support
    
    12-6
    ====
    Objective 1 Forest
    -Sir Podex is just a NPC on the wagon. The wagon transports all that stuff for the Mason ships in objective 3.
    -all "become Sir Podex spots" removed
    -the Outpost house has changed
    -new ways through the forest
    -one hidden cave
    -first barricade removed
    -more figthing space around the wagon
    -more archers cover added
    -Agatha first spawn point has changed so they have to run further
    -Agatha second spawn point removed and replaced by a catapult
    -Mason got another spawn point near the waterfall
    
    Objective 2 Town
    -one third of Corn Harbor got cut off because it was too large
    -Agatha goal: rescue 30 villagers
    -Mason goal: kill 30 villagers
    -6 houses (3 new ones) with 5 villagers 
    -1 church with 10 villagers leaving the church again and again as long as they are needed
    -only two houses at once can be smashed. if two are done, then the next two houses will be activated. After the 6 houses the church will be activated spaming 10 villagers as long as one goal is reached.
    -the number of rescued villagers has no influence on the amount of rescue shups anymore
    -more archers cover added
    
    Objective 3 Harbor part 1
    -complete new equipment process: instead of a simple capture area, there are two cranes for each cart to transport the stuff on the ships. one crane is working by a twin capture like the destroy trebuchet on hillside.
    -"push ways" are further
    -more archers cover added
    -some new pathes
    
    Objective 4 Harbor part 2
    -new short objective
    -Mason goal: someone has to become Sir Podex and reach the Mason ship to set sail.
    -Agatha goal: Kill Sir Podex.
    -Sir Podex will respawn after death.
    
    Objective 5 Seabattle
    -complete new isle
    -one Agatha ship removed
    -the middle Mason ship is now the Mason spawn place, so the way to the ballistas is further
    -transport boats tuning: should be the fastest way now^^
    -just 3 resuce ships with 4 hits
    -just 2 ballistas
    -rescue ships movement reworked
    -more archers cover added
    
    


  • Now some images to show how the the objectives work:

    Objective 1: Follow Ser Podex to Cornharbor

    Objective 2: “Visit” the villagers

    Objective 3: Push carts and hold capture point



  • Objective 1 update

    I still have to test a few things then i will upload a new version.^^

    Sir Podex got his own tent,

    … also his army.

    This outpost of Cornharbor will notice the Mason’s incoming and warn Cornharbor with raising a flag or maybe lighting a fire.

    View to Cornharbor



  • New Version uploaded.
    Objective 1 is nearly finished. Some bushes and grass are missing etc.
    I think all the “path area” is too open and too broad. :-/
    Should i add more cover/height varities/stuff like rocks? What do you think?



  • I think it looks a bit too open, but it is a bit hard to tell from the screenshots. I think I would need to play the actual map before I could give any proper feedback.
    I think with paths though, you could possibly put little rock walls on the sides of the path (like the paths are going through a little crevasse) where the path dips down. It provides cover, and adds a bit of vertical gameplay, as players could ambush from atop the rocks. Just a thought/suggestion, but as I said, until I actually play it with people, I can’t really give you any proper feedback, but just suggestions/tips/hints.



  • Good point. I have added some rocks to split the path and remapped a lot in objective 1.

    Cornharbor is growing. :)

    But a lot of details are still missing.

    New alpha is out!



  • This is coming along really nicely! Moar please :D



  • Ty
    Ok moar harbor today! :)



  • New alpha is out with harbor
    Known issues:

    • the peasants of house 5 have to think very long where to go


  • New alpha: more details everywhere: vegetation, laterns, windows, doors, linux, walls, boxes, carts etc…

    Obj. 1: Forest


    Obj. 2: Cornharbor

    Obj. 3: Docks



  • Woooooo! This is coming along really well man! I can’t wait to give this a spin!



  • I got the suggestion: Make the weather like Dark Forest.

    Hm bad weather would fit to the theme: it is a bad day for Cornharbor :-/

    What do you think?



  • screen looks nice
    I thnik this weather would be ok

    Thnak you for this great map
    reminds me Khorinis from G2 very much :D

    you come from mountains with good bushes to hide :D
    through nice city
    (just turn off those HUDs after vilager escpaed…)
    and to nice harbour

    good job :)!

    ohh and am glad sir podex is archer btw :DDD great



  • Thank you. I should play G2 sometime.^^

    In the next version the HUDs will blink and disappear after some seconds. So everyone knows which villagers are escaping at the moment.

    An archer fan? yay



  • I actually really like the idea of a sun shower type thing happening, it makes me feel yicky though just looking at the screenshot, not because it’s bad, but because it reminds me of those types of days where you just want to chill out indoors, rugged up, playing games or watching movies lol.

    I think you can do any whether you want on a map, so long as you do it well ;)

    So things like distant rain patches (if you have any background stuff), puddles on the ground, glossy, muddy textures with a wet, rain drop material etc, wind moving the trees, tree/wind/rain noises and so on, so forth. There is a lot more to rain than just adding stormy clouds and the rain drops on the screen. So I think you should keep it sunny :)



  • @Otreum:

    So things like distant rain patches (if you have any background stuff), puddles on the ground, glossy, muddy textures with a wet, rain drop material etc, wind moving the trees, tree/wind/rain noises and so on, so forth. There is a lot more to rain than just adding stormy clouds and the rain drops on the screen. So I think you should keep it sunny :)

    if you would stick with rain don’t over do it

    I mean especially wind moving the trees, and such things
    yeah its a nice detail but when its too much of these things in map then with 32 players it results in lags like Coldfront….

    so fun & gameplay = lagfree map

    should be first priority goal

    so that screen looks very cool imho also without additional details that could interfere with performance
    but it’s maybe matter of preference
    so find sth in middle

    btw you have very cute pictur KingJoff
    I hope they will give us Fire ammo one day YAY :D



  • @MiPu:

    if you would stick with rain don’t over do it

    I mean especially wind moving the trees, and such things
    yeah its a nice detail but when its too much of these things in map then with 32 players it results in lags like Coldfront….

    so fun & gameplay = lagfree map

    should be first priority goal

    so that screen looks very cool imho also without additional details that could interfere with performance
    but it’s maybe matter of preference
    so find sth in middle

    btw you have very cute pictur KingJoff
    I hope they will give us Fire ammo one day YAY :D

    Do you mean my display picture? With one of my ferrets? lol.

    Also, I’m not sure why Coldfront has performance issues for people, I know that Matinee is used on the trees to make them sway, but there are so few trees that do that, so it wouldn’t be that. I guessed that it’s just the NPC’s on the beach, running along, NPC’s have a habit of slowing things down, but without targeted testing, it’s hard to tell.

    Anyway, they are really just some suggestions at making good rain in a map, not something you have to actually do, but it’s what would make the weather more convincing :)



  • @Otreum:

    Do you mean my display picture? With one of my ferrets? lol.

    I meant really KingJoff’s golden helmet archy xD
    your ferret is cute aswell though :D

    but I would like it even more if your ferret were archer, sth like this :P



  • That latest screenshot is looking great :) Rain actually adds a lot to it I think :)



  • Thank you all for your impressions!

    Well i have to think about the weather again. The actual version is with rain. You are right, Otreum. Just throwing some raindrops is far too little. But too much storm makes my wheat dancing.
    An advantage of a dark setting is that now the outpost could make a huge fire to warn Cornharbor.^^

    haha… fire arrow for xbow <3

    I hope i will finally test this map with more than 2 people or 9 bots in the next days. Testing is my biggest problem at the moment :-/





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