[WARBAND] OTREUMS MAP PACK (7 Maps) 地图包
*更新*
v1.5 - 2010年10月17日
查看主页网址了解更多详情。
*更新*
我制作这个地图包的原因是因为我看到很多自定义地图,人们在说“这是一张好地图”但地图是一张非常通用的开放地图,有几个废墟,下面有几个灌木丛而且对我来说,这并不会让我感到兴奋,特别是那些开放的地图几乎没有任何阻挡步兵对抗弓箭手或骑兵的方式。
所以一个多星期前,我决定咬紧牙关,最后在山顶和刀片上做了一些地图制作,有一些非常感谢朋友“Aleczacool”的帮助,他引导我完成了python的设置过程和模块系统,以及给我一些如何使用地图编辑器的技巧。
我的目标是每天制作一张地图。我想说如果不是因为每天工作时间大约每天工作时间为9-5pm,我就会说实现了:(
每张地图最初花了大约7个小时来制作。再增加3个小时(赠送或拍摄)进行一些小的利用游戏通过Aleczacool和Lord_Callum测试。
所有的地图包括AI网,如果你唐娜€™吨有任何人玩。
所以,首先让我介绍一下地图。
地图
干成骨
干成骨是我的第一张地图。
情景基本上是一个团队在一个旧干涸的池塘中建立了一个隐蔽处。
该地图的设计有利于步兵战斗,但远程步兵确实有足够的射击点,但同时有遭受伏击的风险。由于地图周围岩石的紧密结合性质,骑兵在这张地图中并不是最好的,但是一个优秀的骑手可以使用充电器在岩石间运行的步兵打击造成一些伤害。
我已经让岩石紧密地编织以使战斗更有趣,因为玩家将不得不观察他们是否能够使用他们的武器挥动。所以玩家必须仔细选择他们的武器,因为2h武器很可能不会在地图的某些部分占据主导地位。在边缘
在完成第一张地图后,我想让我的游戏稍微提升一点,因为我对编辑有一个很好的感觉。我想尝试更多地突破边界,并使其比我目前从其他地图中看到的更独特。
场景是一个派系沿着山口旅行,必须冒险通过森林区冒险进入山区,不幸的是,在一名间谍通知他们冒险派系后,还有另一派系在伏击中等待。
地图是一个全方位的地图,但更多的是围绕步兵再次定位。
弓箭手仍然可以在这张地图上获得乐趣,但是通过茂密的森林区域和灌木丛很难找到并击中目标。他们也很容易遭到伏击。
骑手在这张地图上有更多空间可以移动,而不是DRY AS A BONE地图,但是由于用于覆盖和山丘的许多树木减慢了单位移动,骑兵可能很难找到并攻击目标。
这幅地图的悬崖面上有一个相当长的下降,如果在悬崖顶部区域作战,这可能是危险的。
注意:尽管在战斗中看到一名骑手意外地骑在悬崖边上,但我已经阻止了马从悬崖边缘跑出来,因为骑兵可以在任何摔倒时幸存下来。HHARKIN的战斗我决定(并且受到影响)制作城镇地图,并决定开裂。
结果是对哈金的战斗。我可能已经为草纹理区域添加了更多的细节,并且还在开放区域添加了更多的覆盖,但我变得懒惰:(。
情景是一个派系入侵了一个名为Hharkin的城市(我知道那里)在山和刀刃上没有这样的地方......但该死的应该是:P)。攻击者到达一些马厩,一个城镇驻军被迫离开他们的军营出来试图阻止攻击者,或者至少减少他们的数量。
地图相当平衡。步兵有足够的掩护在两者之间移动,并有很多不同的途径来设置伏击。
弓箭手在这张地图上会感觉更放松,因为比以前的地图有更多的空地,但骑兵也喜欢开阔地面,并且可以轻松地挑选弓箭手。
骑兵确实有足够的空旷区域可供移动,但大部分都被近距离作战区域切断,骑兵很容易被聪明的步兵赶上。DEEE DEEP DEATH可能是我最喜欢的地图,因为虽然它是开放的,但它也非常封闭。我的意思是没有真正的身体覆盖,但是有很多草可以隐藏在其中,这可以让玩家相互偷偷摸摸,并逃避其他玩家的攻击。
不幸的是,由于奇怪的图形限制似乎只会影响Nvidia卡用户,因此这张地图需要的时间比应有的要长一些。发生的事情是地图比现在大,而且草地面积更小,更厚实细致。但由于某些原因,在Nvidia显卡上,地图中草的最后40%(给予或接受)被淘汰,但ATI用户可以看到所有草完全没问题。
这导致必须删除所有的草,减少地图的大小,并使草对象更大,看起来更疯狂......但它是必要的牺牲。
情景是有两个派系碰巧在某些沼泽地碰到了另一个派别,现在正在争夺它。
这张地图是一种全方位的地图风格,无论其开放性如何。
步兵可能会接触到远程武器和骑兵,但是他们可以在一两秒内轻松跑动和隐藏,由于沼泽周围的厚草可以阻挡玩家的视野并且允许,近战战斗既有趣又困难。其他玩家进行突然袭击。
由于步兵和其他弓箭手隐藏的大量掩护,弓箭手在这张地图上出人意料地不是很占优势(除非他们是可以完全透视灌木丛的人工智能弓箭手)。
弓箭手需要密切注意步兵弹出除了封面,否则他们很容易被偷偷摸摸。
骑士会发现这张地图更有趣,但是步兵可以很容易地从草地上伏击骑兵,所以骑兵需要非常警觉。
注意:在游戏测试期间,创建了一个名为“沼泽怪物”的游戏模式。(我知道......原来怎么样?),其中一名球员将被装备完全装甲以及他/她想要的任何近战武器。其他球员必须在没有盔甲的情况下跑来跑去,在第一人称模式中只有一套标枪。
猎人(带有javs的果体人)必须通过投掷标枪或在近战中使用标枪来试图生存并杀死沼泽怪物。
只是为了好玩,所有玩家都应该跳上一个voip程序,并且沼泽怪物应该制作他们认为适合他们的沼泽怪物角色的任何沼泽怪物噪音:P
注意2:我正在创作一个单独的“猛禽猎人”? ?样式模块,因为这个想法。但是所有细节都将在发布时发布。SMUGGLERS COVE
我责怪“你是海盗”?Crazy Town为这张地图写的歌曲-_-
我有“你是海盗”吗?在我脑海里的歌(喔!),所以我能想到的只是某种海盗洞穴。
关于制作这张地图并没有更多的东西,除了它以一个大创意开始,被削减以便AI可以轻松导航地图,然后在游戏测试后,地图再次打开更大的地图AI可以轻松导航的AI网格。
所以最后,它运作得很好。
这个场景是一个派系在一次竞选活动中找到了一个走私者小海湾,所以他们搬进去调查一支军队,只是为了让另一派的走私者/逃兵有一个讨厌的问候。
这张地图是非常步兵和射手的基础。
地图并没有其他地图所具有的开放性,它是相当直接的,但是有2条路线可以攻击敌人。有一条主要路线,另一条路线可用于步兵的拦截或伏击战术。有针对弓箭手的步兵的掩护,但不是很多,但是大部分地图都在室内,并且会给步兵提供远离远程武器掩护的机会。
弓箭手在这张地图上会比步兵更有优势,尤其是骑兵,但步兵可以轻易地控制弓箭手,只要他们使用常识和战术。
不建议在这张地图上成为骑士,因为它是半近距离的,并且有很多部分,骑兵可能会发现自己感觉有点慢和卡住。在说,聪明的骑兵当然可以帮助分散弓箭手的注意力,而步兵则可以进行杀戮。加热战斗好吧......好吧......我想制作一张没有其他人在Native模块中看到的地图,我想“为什么不创造一座火山”...... 我也非常想要制作一个地图,玩家需要在一个或两个大桥上安装一个或两个......或者在这种情况下,熔岩,火和烟雾:)。所以是的......这张地图是在火山内的一些桥梁和悬崖区域的战斗。
这个场景很简单; 没有任何情况。这只是两个派系,有一天他们认为在火山烟雾般的熔岩桥上战斗会很酷。:)
根据战斗区域平衡地图。
步兵肯定需要在这张地图上使用盾牌(除非他们是像我一样的果体自杀狂人)以保护自己免受弓箭手射击,或者他们可以使用他们自己的团队弓箭手进行掩护,露营并隐藏在掩体中。
弓箭手将在这张地图上获得乐趣,但是他们也没有多少掩护,需要注意敌人的弓箭手。
骑士可以在这张地图上造成很大的伤害,特别是如果充电器越过桥而步兵越过它。这匹马将把步兵从桥上撞倒,并为每个死亡的玩家杀死。但是骑兵可能会发现很难进行这样的攻击并且在没有被中途停止的情况下正确地计时,因此弓箭手需要让步兵分散注意力。
如下面的截图所示,在敌人身后有一个上桥和一个下桥,所以使用步兵,弓箭手和骑兵的战术将决定谁赢得这场比赛。
注意:有障碍物阻止马从边缘跳下。小心台阶
我即将发布地图包,因为我只是从地图制作和我的现实工作中精疲力竭,但我对发布仅有6张地图的地图包感到高兴,而且我有更多想法,我想创建,所以我暂时在最后一张地图上工作,只是为了完成它!
我想创造出一种让人感到眩晕的东西,所以我有了在悬崖边上奋战的想法,只有一米左右的距离才能继续战斗,所以这张地图诞生了。
最初地图是全部垂直的,在木制脚手架上战斗,但在看了我可以使用的物体之后,我发现自己仅限于使用支撑物从右侧出来的物体,所以我无法制作向上弯曲的楼梯。
我最后制作了一张在悬崖顶部区域外围弯曲的地图。
情景是这个巨大的海崖边缘有一座城堡,几个世纪以前在它下面的悬崖上建有一条秘密通道。由于在入侵和越过船只的顶部射击,这座城堡对敌方派系来说是一个真正的麻烦,但现在敌人终于清除了通往悬崖顶部的秘密通道从其最薄弱的地方接管城堡。
该地图以步兵为导向,但也为弓箭手提供了很多优势,具体取决于战斗区域。
步兵在悬崖区域具有很大的优势,但是弓箭手在凸起区域具有优势。但与此同时,步兵可以通过几种方式潜入弓箭手并从分心中获得足够的时间让其他步兵向上移动。
这张地图绝对不适合骑兵,但是有些地方充电器可以通过将玩家从边缘击倒而造成巨大的伤害。
注意:马再次无法跳出边缘。安装和您需要什么 - 您需要下载并设置Python和模块系统。你可以在这里下载模块系统: ://173#192#225.169/mb_warband_module_system_1131.zip 你可以从这里下载Python: ://www#python#org/download/
要设置模块系统和Python,请转到此论坛帖子以获取指南:(
注意:当你ge
*UPDATED*
v1.5 - 17th October 2010
Check homepage URL for more details.
*UPDATED*
The reason I made this map pack was because I saw alot of custom maps out there that people were saying "this is a good map" yet the map was a very generic open map with a few ruins plonked down with a few bushes, and to me, that just doesn't excite me, especially when those open maps have next to nothing in the way of cover for infantry against archers or horsemen.
So a little over a week ago I decided to bite the bullet and finally give map making in mount and blade a bit of a crack, with some much appreciated help from a friend "Aleczacool" who guided me through the set up process of python and the module system, aswell as giving me a few tips on how to use the map editor. (Thanks Alec! :) ).
My goal was to make a map per day. Which I would say I achieved if it weren't for having 9-5pm shifts at work just about every single day :(
Each map initially took about 7 hours to create. Add another 3 hours (give or take) for some minor exploit play testing by Aleczacool and Lord_Callum.
All maps include an AI Mesh, in case you don’t have anybody to play with.
So firstly, let me introduce the maps.
THE MAPS
DRY AS A BONE
Dry as a bone was my first map.
The scenario is basically one team has set up a little hideout in an old dried up pond.
The map was designed in favour of infantry combat, however ranged infantry do have plenty of spots to shoot from, but at the same time risk being ambushed. Horsemen aren’t the best in this map due to the tightly knit nature of the rocks around the map, however a good horseman could really do some damage using a charger to pummel through infantry running between the rocks.
I have made the rocks tightly knit to make combat more interesting, as players will have to watch to see if they are able to swing with their weapon or not. So players must choose their weapons carefully, as 2h weapons most likely will not dominate in certain parts of the map.
ON THE EDGE
After finishing the first map, I wanted to step my game up a little now that I had a good feel of the editor. I wanted to try and push the boundaries a bit more and make something a little more unique than what I’ve currently seen from other maps.
The scenario is that one faction is travelling along a mountain pass and must venture up into the mountain through a forest area, unfortunately there is another faction waiting in ambush after a spy informed them of the venturing faction.
The map is an all round sort of map, but more so orientated around infantry once again.
Archers can still have fun on this map, however it will be difficult to find and hit targets through the thick forest area and shrubbery. They can also easily be ambushed.
Horsemen have a bit more room to move on this map as opposed to the DRY AS A BONE map, however it may be difficult for horsemen to find and attack targets due to the many trees used for cover and hill to slow unit movement down.
The map features a rather long drop off a cliff face, which can be dangerous if fighting around the cliff top area.
NOTE: As entertaining as it may be to see a horseman ride over the edge of a cliff by accident during battle, I have prevented horses from running off the edge of the cliff as horsemen can survive just about any fall.
BATTLE FOR HHARKIN
I decided (and was influenced) to make a town map, and decided to get cracking on one.
Battle for Hharkin was the result. I could have probably added a bit more detail to grass textured areas, and also added a little bit more cover in the open areas, but I got lazy :(.
The scenario is that one faction has invaded a city called Hharkin (I know there is no such place in mount and blade....but there damn well should be :P). The attackers reach some stables, and a town garrison are forced out of their barracks to come out and try and fend the attackers off, or at least reduce their numbers.
The map is fairly balanced all round. Infantry have plenty of cover to move between, and plenty of different pathways to take to set up ambushes.
Archers will feel a bit more at ease in this map as there is a lot more open ground than previous maps, however horsemen also like open ground, and can just as easily pick off archers.
Horsemen do have plenty of open area to move around in, but most of it is cut off by close combat areas, which horsemen can easily be caught up in by clever infantry.
KNEE DEEP IN DEATH
Probably my favourite map because while it is open, it is also very closed.
What I mean is that there is no real physical cover, however there is plenty of grass to hide in which can allow players to sneak up to one another, and evade attack from other players.
Unfortunately this map took a bit longer than it should have due to a strange graphics limitation which seems to only affect Nvidia card users. What happened was the map was larger than it is now, and had smaller grass areas that were more thick and detailed. But for some reason on Nvidia graphics cards, the last 40% (give or take) of the grass in the map was culled out, yet ATI users could see ALL the grass perfectly fine.
This resulted in having to delete all the grass, reduce the size of the map, and make the grass objects bigger and crappier looking....but it’s a necessary sacrifice.
The scenario is there are two factions who just happen to come across one another in some swampland, and now are battling it out.
This map is an all round style of map, regardless of its’ openness.
Infantry may be exposed to ranged weapons and horsemen, however they can easily run and hide in a matter of a second or two, melee combat is both fun and difficult, due to the thick grass around the swamp which can block a players view and allow other players to make surprise attacks.
Archers are surprisingly not very dominant on this map (unless they are AI archers which can see through bushes perfectly) due to the large amount of cover for infantry and other archers to hide in.
Archers will need to keep a keen eye out for infantry popping out of cover otherwise they can easily be snuck upon.
Horsemen will find this map a little more fun, however infantry can very easily ambush horsemen from the grass, so horsemen need to be extremely alert.
NOTE: During play testing, a game mode was created called “Swamp Monster†(I know...how original huh?), where one player would be kitted out will full armor and whatever melee weaponry he/she wanted. The other players have to run around with no armor and just 1 set of javelins in first person mode.
The hunters (naked people with javs), must try to survive and kill the swamp monster either by throwing their javelins or using their javelins in melee combat.
Just for fun, all players should jump on a voip program, and the swamp monster should make whatever swamp monster noises they deem fit their swamp monster character :P
NOTE 2: I am in the process of creation a separate “Monster hunter†style module, because of this idea. However all details will come upon release.
SMUGGLERS COVE
I blame the “You are a pirate†song by Crazy Town for this map -_-
I had the “You are a pirate†song in my head (urgh!) , and so all I could think of was some sort of pirate cave.
There is not much more I can say about making this map other than the fact that it started with a big idea, was cut down so that AI could easily navigate the map, and then after playtesting, the map was opened up larger again with an AI mesh that AI could easily navigate.
So in the end, it worked out quite well.
The scenario is one faction have found a smugglers cove while on a campaign, so they move in to investigate with an army, only to have a nasty greeting by smugglers/deserters of another faction.
This map is very infantry and archer based.
The map doesn’t have the openness that other maps have, it is fairly straight forward, however there are 2 routes to attack the enemy from. There is the one main route, and another side route that can be used for cutoff or ambush tactics by infantry. There is cover for infantry against archers, but not a great deal, however most of the map is indoors and will give infantry opportunities to slip into cover away from ranged weapons.
Archers will have a bit of an advantage on this map over infantry and especially over horsemen, but infantry can just as easily dominate archers provided they use common sense and tactics.
It is not advisable to be a horseman on this map as it is semi close quarters, and has plenty of sections where horsemen may find themselves feeling a bit slow and stuck. In saying that, smart horsemen can certainly help distract archers while infantry move in for the kill.
HEATED BATTLE
Ok....well.....I wanted to make a map that nobody else had seen in the Native module, and I figured “Why not create a volcanoâ€...
I also really badly wanted to make a map where players would need to fit on a bridge or two over a huge drop...or in this case, lava, fire and smoke :).
So yes...this map is a fight on some bridges and cliffy areas inside of a volcano.
The scenario is pretty straight forward; There is no scenario. This is just 2 factions who one day decide it would be cool to fight on bridges over firey smokey lava :) .
The map is balanced depending on the area of combat.
Infantry will definitely need to use shields on this map (unless they’re a naked suicidal maniac like me) to protect themselves against archer fire, or they can camp out and hide in cover, using their own teams’ archers for cover fire.
Archers will have fun on this map, however they too will not have much cover and will need to watch out for enemy archers.
Horsemen can do a great deal of damage on this map, especially if a charger goes across a bridge while infantry are crossing it. The horse will knock the infantry off the bridge and get a kill for each player that falls to their death. But horsemen may find it difficult to make such an attack and time it properly without being stopped mid charge, so archers need to keep infantry on the bridge distracted.
As seen in the screenshots below, there is an upper bridge and a lower bridge to come under and around behind the enemy, so tactics using infantry, archers and horsemen will determine who wins this match.
NOTE: Barriers are in place to stop horses jumping off the edge.
WATCH YOUR STEP
I was about to release the map pack because I simply was exhausted from both map making and my real life job, but I wasn’t happy with releasing the map pack with just 6 maps, and I had more ideas that I wanted to create, so I worked on one last map for the time being, just to get it done!
I wanted to create something that gave a feeling of vertigo, so I had the idea of fighting right on the edge of a cliff with nothing but a meter or so of footing to fight on, and so this map was born.
Initially the map was ALL going to be vertical, fighting on wooden scaffolding, but after looking at what objects I could use, I found myself limited to only using objects that had supports coming out of the right side of them, so I could not make stairs that zig-zagged upwards.
I ended up just making a map that curved around the outside of a cliff top area instead.
The scenario is that there is a castle on the edge of this massive sea cliff, with a secret passageway built into the cliff below it from many centuries ago. This castle has been a real nuisance for enemy factions due to the trebuchet on top firing on invading and passing boats, but now the enemy has finally cleared the secret passageway up to the cliff top to take over the castle from its’ weakest point.
The map is very infantry orientated, but also gives plenty of advantages to archers depending on the areas fought it.
Infantry have a large advantage along the cliff areas, however archers have an advantage on raised areas. At the same time though, there are several ways that Infantry can sneak up on archers and give enough time from distraction to allow other infantry to move up.
This map is definitely not for horsemen, however there are areas where the charger can do huge amount of damage by knocking players off the edge.
NOTE: Horses once again cannot jump off the edge.
INSTALLATION AND WHAT YOU NEED
- You will need to download and set up Python and the Module System.
You can download the Module system here:
173#192#225.169/mb_warband_module_system_1131.zip
You can download Python from here:
www#python#org/download/
To set up the module system and Python, go to this forum thread here for a guide:
(NOTE: When you ge
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