Kingdom: now with invasion! Gametypes: Asymmetrical, territory defense, one flag ctf Backstory: A peasant revolt from a coastal village threatens the ruling kingship. Gameplay: Attackers start in the village which is made up of 2 small houses, a larger 2 story house, a false house, and large "church" building. Attackers can arm themselves and use several powerful vehicles to storm the castle. The cliffs which the castle sits can be reached by 4 rocky paths. For the vehicle approach there is only one path, through 2 large bridge spans which funnel through the castle's main gate. The castle can be breached through this gate, as well as a smaller one on the cliff side. A small garbage chute can be sneak into as well if you manage to hug the cliff edge and reach the keep exterior. What still needs to be done: Basically playtesting to see how well this plays out. The map is very large and I'm still learning much of the new reach gameplay balances etc. It also seems like the new invasion gametype could be used somehow for this map. I don't know how to set that up properly yet, but it could be a good means to pace out the vehicle/weapon escalation. I would like to add maybe a couple tower/platforms for aesthetic reasons (more interesting ridgeline), but I'm waiting to do some testing first to see if anything else is more important (since the budget is already maxd) If you think you may be interested in helping test this map, please leave a comment, or better yet send me a friend request (PLEASE WRITE SOME TEXT THOUGH SO I KNOW IT ISN'T A SPAM REQUEST, eg "Hi from forgehub" any other comments crits etc are welcome. the budget is currently maxed, but I think there are some expendable items that could be swapped out (for example there are x2 wraith and x2 tank on the map)
This would make an awsome invasion set up. I'd love to help with testing and seeing about setting up an invasion mode for this. "Steal the King's Gold" perhaps. EDIT: also without a gamertag I can't send a friend request. So well mine is over <----- there. update with a GT or a link and I'll add you later.
Wow, that's big. I agree that this is practically made for invasion, as it is almost too big for anything else. It looks awesome though, nice job.
How do the peasants have a tank? Using the vehicle bridges looks like suicide, especially for anything slow like the scorpion. The only way I could see this working is for invasion so the attackers spawn closer when they have to actually attack the castle.
hey everyone thanks for offering to help test. I think I'm about done with the map for now, however gameplay setup stuff still needs work, plus whatever else may be tweaked or altered from some testing, which should be starting very soon now. pyro, thanks for the bridge feedback. I thought the map was getting too power heavy anyways so I deleted a tank and wraith (so now only x1 tank x1 wraith on the map). Used that stuff to add some bridge pieces that will help with cover. Also went in and added more rock cover around attacker's base/midfield.
Oi, it's been awhile since I last logged in. In any case, this looks pretty awesome. I'd love to test it, if it's still undergoing playtesting. Gamertag's my username.
Looks like you've got more than enough playtester interest so far, but I'll add my name to the mix. Gtag same as username. For invasion, the three logical parts (judging from screens) seem to be from the village to the castle gates (control bridge), from the gates to the castle (blow gate/bridge), and finally the castle and keep itself (steal "gold", blow the keep, control throne, any would work). This is one of those maps that makes me wish that they let us have dynamic physics on all objects. Breaching the castle walls and dropping the bridge from the inside to let reinforcements in would be epic.