Get into the castel and escape with the prize.kow75s PlayTest PlaygroundIP: 188.8.131.52:27015
Play Testing pvk_overlord_b3 Report all bugs, tweaks, comments and fixes here.
Beta Test 3, Same map with a reworked layout!pvk_overlord_b3
The Overlord (Episode 1)
Battle to escape the realm of an evil empire. Where giants once roamed this world and where ruled by a medieval tyrant. The dark lord named "Overlord" has past away from these lands and the fight has began a new aria of epic battle for the right to capture the thrown and pronounce your self as "The Overlord."
The lands have been plundered again and again by Vikings looking to expand there lands. The knights of the overlord are still faithful to there now deiced overlord and swear an oath to defend his lands at all cost. For one day he should return and reclaim his thrown.
In his days as overlord he was known for starving his people to near death in his dungeons and those who survived. Got the gift of safe passage threw his lands. Now that the lord is dead those remaining survivors(pirates) will need to fight there way out. Plunder the royal treasury and escape to freedom on the evil flag ship. Kept in the outer caves.
Will the Pirates escape to freedom?
Will the viking clam these lands?
Will the knights keep there oath?
(We will see)
Pirate and Vikings Brake the door down. (Kegs are useless)Second objective
Grab a chest and place it into your teams ship cargo crates.Third objective Is part of Second objective.
Once your team has 3 chest counts on your ship. Bored your teams ship in the flagged area to win.
(Note: Only the team with 3 chest on there ship will win.)Winning Objective
(Get into your marked escape zone on your ship.)Knights
Rush the snip areas and fight off your attackers.Second Objective
Stop the pirates and vikings from stealing the chest.Third Objective
Stop the teams at all cost from escaping.
(Very hard to do once a team has all 3 chest)
So kill them and take back the chest.
Knights win when time runs out.
Completing a objective adds to the timer.Other notes
Chest respawn isn't deactivated. This was done on purpose. It prevents the knights from chest spamming. (aka throwing the chest out of map or in strange places) It allows the other team to complete the cargo objective. If by chance all 4 chest where dropped in one teams cargo crates. The chest respawns and boom, the other team still has a chance to finish there objective. As your crates need 2 chest and 1 chest on the ships deck to activate your teams end game trigger on your teams ship.
Probably the first map designed around the objective instead of designed for the objective. It started out as a project just to show off my mapping skills to some one. Then the computation started for PVKII and I was like okay all submit this to it. Then the PVKII team made rules for the computation. Like what game mode you were only allowed to use. Well territory wouldn't work to well with the maps layout. So I went with Objective push. After major brain storming. I Came up with some type of siege and plunder idea. Only, testing the maps first original beta showed it was impossible. So later after reworking the map a few times I finally changed the ending layout for the new objective. I went through this objective changing method 6 times before I found 1 that could be balanced and was programmable with the currant pvk2 mod base code.Project Design
To start off this map was meant to take a Gothic theme in a dark realm. Concept design ideas came from LOR Overlord and some of GOW2 games and Pirates of the Caribbean movie.Production Implementing Theme
I wanted the main hall to be huge simulating extreme power. At the same time show an interest in beauty. This effect was done by the water falls and random tree and placement of the statues. Overall to add that touch that your in a dark lords castle. I added a series of spikes to the castle walls and towers. Still that wasn't enough. To really give you the feel I needed to add a creepy light setting. To do that I made 90% of the map lighting with torches and fire pits. Then gave the map a moonlight night sky to light the other 10% of the map. Which helped in creating the right bloom to match the reflection of the water through out the map. Story Line
This story was written this way on purpose. The fact that the mod PVKII is a mod that is always changing its beta code. Means a map can never truly be finished for this mod because you will always have to recompile for the new updated code base in the mod. With that being said, This map follows a Episodic story line. Which means there will be other maps like this one that all follow the same story. The objectives will change and the layout and design of the map will change but the overall theme of the maps will remain the same.Final Thought
This map was a fun project and had many challenges. I'm happy to say its currant version after tons of hours of play testing. Is fairly well balanced and fun to play. Hope to see people playing it.Other Notes
Removed the giant skeletons
Added new Loading Screen
Fixed a bug where a chest could be thrown next to the crates and it would count them.
Added new archway
Fixed knights defensive pits. (gives knights a place to throw chest retrieved)
Note: Bars are removed from the knights pits once pirates or vikings have 2 chest. Once pirates or vikings have all 3 chest the pits bars return.