Here is a sneak peak of the third objective

Rayeon
@Rayeon
Posts made by Rayeon
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RE: [WIP] Asea Ravage [Fortification]
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[WIP] Asea Ravage [Fortification]
Hi Chivalry fighters !
Godefroid and I are happy to create this thread to post all the progress about our submission for fortification contest and recieve any feedback from you guys o7
First , here is a short description of the context and the objectives :
Context : Settled in the city of Asea, a haven of peace, the forces of Agathians have to face up to a brutal assault of the Mason order who are determined to set ablaze the whole stronghold.
Objective 1 : The Masons have to access to the balistas and use them to destroy the imposing mechanism of the fortification’s door.
Objective 2 : Once the fortification intruded, they have to successfully reach 3 different objectives in the city, and entierely saccage them. (Building destruction with several key spots, including a massive library)
Objective 3 : One the city sacked, take possession of an explosive cart in the armory and make it advance (mainly across a large bridge with 2 secondary paths) until it reach the critical spot at the foot of one of the main tower of the Asea castle. Then ignite the explosive cart to make it collapse.
Here is the aerial view for the firt objective :
And there are the first few screenshots to get a preview mood of the map.
Here is the map of the second objective :
And a first preview of the place :
I will keep this thread regularly up to date, cheers ! :calm: -
RE: [WIP] Fortification Map Contest - AOCTO-GrailCastle_P Neuschwanstein
What about the intelectual property of the Neuschwanstein castle ?
Aside that, cool map. -
RE: Chivalry: Medieval Warfare Map Contest - $25K+ in prizes!
What an exetremely good news ! And wow, The prize pool is really impressive.
@CRUSHED:
Good luck to everyone :3
Indeed , good luck.
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RE: How to create a proper floor?
“I wonder is this is not an issue of not having the map above the base grid.”
If it was the case, the player would automatically be dead once he get under 0.
Furst : I would suggest to try to add a blocking volume just on the top of your floor. (it’s a special brush)
You can also make a custom floor with your own static mesh and collisions, using some software like Blender or 3Dsmax.
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RE: [RELEASED] AOC-Malric Manor
I can’t do something until i get proper numbers. You could be running the game with V Synch activated and get 60 FPS on other maps , then you get 55 FPS on mine and your V Synch set you as intented at 30 FPS , wich is a “huge drop” for you.
I will wait for your numbers and your config details.
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RE: [RELEASED] AOC-Malric Manor
Not sure if the problems come from you… but i run the map at 120 FPS , where most of the TO maps cannot go up to 70 FPS.
What are your video settings , your FPS on other maps , and on this map ?
There is even less dynamics light than in official maps , there is one post process like any other map, a similar Height fog too, Light Shaft aswell ( on 3 lights compared to only one light on other maps ) And the only other thing i did change compared to other maps is the added reflection on the floor , wich is set at a medium quality.