Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

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Gatecrasher Revised
   
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Game (maps & mods): Medieval Warfare
Mod and/or Map? (maps & mods): Map
Map game modes (maps & mods): Team Objective
文件大小
发表于
更新日期
58.142 MB
2019 年 4 月 21 日 上午 7:54
2019 年 10 月 9 日 上午 9:13
6 项改动说明 ( 查看 )

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Gatecrasher Revised

描述
Latest Update: October 10th, 2019

Introduction:

Well it only took 4 years...

It Started in January 2015 with wanting to make a TO map with the setting of Festival Grounds for Easter whereby the FFA version could incorporate the jousting system I had made a month ago, along with some other minigames. The earliest version had a double cata push through a forest while the festival had a weird fighting pit thing. The fighting pit would be the first to go with the completion of the festival and town artwork to allow for the attacking of a Toll Castle in the Riverway. The Castle, unfinished here was represented with a DummyCastle sublevel (Which would cause sever problems later).

After 2 month of work, in March 2015, I was unhappy with the cat push through the forest. The lighting of the forest didn't work smoothly with the festival and the Gatecrash Objective would require a protected spawn in the middle which I was struggling to incorporate. I decided to use a DF cave spawn to do that, add a cart push warmup objective and cover the connector between them with a large cave. With Easter approaching, the Toll Castle's art was completed and the map scripted and uploaded.

Immediately after Gatecrasher's last update (April 2015) I started on reworking the Town's layout in response to the map's balance from playtesting. This would prevent me from uploading any future bug fixes as it would never be completed. By July I was growing disillusioned with this direction. The Town's new art was completely disconnected from the look and feel of the previous objectives and I stopped work on it in late August 2015 to start on other maps. In January 2016 I Never worked on it again after concluding it would need to be entirely remade from scratch.

In March 2017 I Started work on Gatecrasher 2. I had done the Art for Inn and Horrorparty and was a lot better at creating and working on interiors from blockouts now. I started with blocking out all of the level from the cave to the monastery before starting on the brushwork for the complicated geometry of the Keep. All of the planned level layout would make it's way to the completed map with no major changes. In July 2017 I once again stopped to make some progress on other maps.

Resuming in Early 2018 with a mantra of no starting new projects until the old ones are finished, after 6 months of work I had 100% of the Art completed in October and Zedhead and I decided to swap maps with him working on the blocking and other volume work on Gatecrasher2 and me doing the revised art for Snowdrift.

In March 2019 we had swapped back and I finished the Kismet scripting and started bug fixing and polishing the map for release.

... and that is how you spend 4 years and hundreds of hours making a map. Hopefully it was worth it. At least it can be seen that my skills have vastly improved over the time.


Maps included:
AOCTO-Gatecrasher2_P
Description:
The Salt Baron and Monastery have long gotten rich off taxing river traffic. However the new lift in the salt mine gives the Mason Order an opportunity to attack the Keep's least protected side. A Mason Raiding Party prepares to strike during the Spring Festival, when the Agathian Knight's are sleeping off last night's feast. If the Mason's succeed, they will be able to move troops and supplies downriver. If they fail, they are unlikely to make it back to their boats.

Features:
The Team Objective...

1) Kill the Salt Miners lest they raise the alarm / Defend yourselves from the Mason Raiding Party.
2) Push the Catapult to its destination and burn the Watermill / Halt the Catapult and Protect the Mill.
3) Gatecrash the Festival, Destroying the Hovels, Tents and Market Stalls / Defend the Castle Grounds.
4) Pursue the King and kill Him / Take Sanctuary in the Monastery and keep the King Alive.

*Insert Alt-Gamemode Map(s)*
Description:
*Insert Map Desc.*

How to Play:
To play offline, solo / to manually download:

1) First, subscribe in order to download the map.
2) To download you'll need to run the old launcher, located in your install directory: Steam\SteamApps\common\chivalrymedievalwarfare\ChivLauncher.exe
3) Click the "download subscribed steam workshop items" button in the bottom right
4) Once that's done, launch the game and your downloads will be unpacked/installed
5) Finally, to open the map, in game, type one of the following in your console (default keys: ` and Scroll Lock):
open AOCTO-Gatecrasher2_P


Having SDK errors?:

1) Delete this folder:
CookedSDK\AOCSDKLevels_B16AB2CE4A4B47751EA6A593AC7008B4
2) and this file:
CookedSDK\__CMWSDKFiles\AOCSDKLevels_B16AB2CE4A4B47751EA6A593AC7008B4.cmwsdk
3) then reobtain the item through launcher as stated above

-sdkfileid=1719424367

Credits:
Phisi
Level Design and Art, Custom Materials and Meshes, Scripting, Sound and basically everything.

ZedHead
Volumes (whole lotta Blocking, & some Post FX), Constantly yelling at Phisi to finish his maps for years.
Oh and the King thing in kismet and other miscellaneous fixes.
14 条留言
Luckylegs 2019 年 10 月 25 日 上午 12:11 
Wow lots of detail, very nice, how do you get to the top, lol!
Stefinger (SVK) 2019 年 10 月 17 日 上午 1:48 
Just found out this map is out officially Phisi:)Thanks for your time and effort you have put into this map i cant wait to test it.I will type a feedback here after i do so.
nomad 2019 年 10 月 15 日 下午 1:14 
looks beautiful, you should port it to Mordhau, the game desperately needs good maps lol
•҉The Flying Flail 2019 年 10 月 12 日 下午 7:42 
Can we get a HL2 Adaptation of the map
Punished Slasher Dev 2019 年 10 月 9 日 下午 4:38 
Hey Tibbs is there any estimate as to when Mod Tools will release with Chivalry 2? There's a somewhat sizeable community of people unofficially modding Mordhau right now who would be delighted to make mods for Chivalry 2 instead.
Tibberius Bane  [开发者] 2019 年 10 月 9 日 下午 1:03 
Impressive!
ZedHead 2019 年 10 月 7 日 下午 5:38 
@[ҠØƑ] Approx9DankLongReindeer

3) Gatecrash the Festival, Destroying the Hovels, Tents and Market Stalls / Defend the Castle Grounds.

The only thing I see obscure in this would be burning the fairgrounds/festival but the rest is fairly simple, just burn or break down the houses via torch or catapult. The festival is a few torch throws over the back wall past the jousting rail. I'll bug Phisi about doing some QA things but if he can't get around to it maybe I can give it a try.
[ҠØƑ] Approx9DankLongReindeer 2019 年 10 月 7 日 下午 4:43 
Just tested it out with 30-40 players on Chivalry Refugees. Worked great until 3rd objective. No one could figure out how to pillage the estate. Threw torches at everything, occasionally the bar went up but no one could take credit nor knew what made it go up, on either team. There was a door in the back that had a use icon on it, and appeared to have burnable stuff on the other side, but could not get through door using E, nor able to burn or break door down. Please halp
Punished Slasher Dev 2019 年 10 月 7 日 下午 12:10 
gorgeous looking map, great job fish
[ҠØƑ] Chad's Dad 2019 年 10 月 7 日 上午 10:47 
cHIvAlRy iS DeAd.