[Wip] Pvk_Helmsdeep

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Comments

  • DavemanDaveman Senior
    edited 8:21PM
    That being said we have played it at the end of our beta tests when all the official business has been taken care of...and it's goddamn awesome with throwing axes and archers.
  • edited 8:21PM
    Someone with a server should have it up tonight, when the update is released. That would be sexy.

    Even if the Pirates and Vikings will be killing each other.
  • DavemanDaveman Senior
    edited 8:21PM
    I don't remember what Pirates do, I think they just spawn in a pit of death or something. Right?
  • AsskickerAsskicker Senior
    edited 8:21PM
    something like that jeah tongue.gif
    image
  • CarneCarne Senior
    edited 8:21PM
    The Helmsdeep map if one of my favourites now biggrin.gif Someone should do Minas Tirith too ^^
  • edited 8:21PM
    Someone had this map running today.

    It was great fun.

    Only thing I can suggest is that you subjugate your own gamemodes, such as this one I thought up -- Since the map doesn't really end.

    Personally, what I like to do is have a named character from LOTR, or just some named commander on the Knight's team.

    His last stand place is in the Throne room, and should the Vikings eventually kill him, they win the round and the admin restarts the map.

    That's one way to play, just sort of as a last stand mode where the Knights have to hold out for as long as they can.

    Or, you can have a named character on the Vikings side that when killed a certain number of times, causes the Vikings to lose.

    Either way, It's still a fun map.
  • edited February 2008
    -- Just wish the Lord Class was out for the Knights, so that they could play as one.

    Also, you can turn off Auto-Balance, at least, the Admin found out how.
  • DavemanDaveman Senior
    edited 8:21PM
    I wish it had the objective of the original PVK. First doors need to be broken down (or wall can be blown up), then the keep doors, then the doors to the tower, and finally the attackers climb the tower and blow the horn (5 points for the person who blows the horn!). It was fun.
  • shellshockshellshock Members
    edited 8:21PM
    REALLY GOOD MAP! Good Job! Nice Effects!
  • CopetCopet Senior
    edited 8:21PM
    Any servers playing this map? I loved the PVK version smile.gif
    user posted image
  • shellshockshellshock Members
    edited 8:21PM
    Uhg.. i take that back, its an alright map. But its very laggy... well for me it is.. but its a decent map... not good as the other PVK maps (original)
  • darktimesdarktimes Senior
    edited February 2008
    its not needed to be better as other pvkII maps

    it would be cool if a server is running it

    and is the download on the first post updated for b2?
    _
    why are you reading this?
  • JahhurJahhur PVKII Team
    edited 8:21PM
    It's not updated. Yet...
  • PeggPegg Senior
    edited 8:21PM
    In the first post, how did you make those flaming projectiles? Is it a custom model?
  • JahhurJahhur PVKII Team
    edited 8:21PM
    There is an env_cannon entity that can be used to shoot normal cannonballs and also flaming ones. But unfortunately in 2.0 these projectiles act differently and don't fly all the way to the castle : (
  • PeggPegg Senior
    edited 8:21PM
    I cant find anything on env_cannon, is it a PVK specific thing? VDC doesnt seem to think it exists.

    Couldnt you add a phys_thruster behind the cannon to make them go further?
  • GarreettGarreett Senior
    edited 8:21PM
    Isn't the cannonball created when the cannon is used? So if you added thrusters then it would move the cannon, not the ball?
  • PeggPegg Senior
    edited 8:21PM
    true, he could just give it moar velocity
  • JahhurJahhur PVKII Team
    edited 8:21PM
    There is a cap in velocity. Using trigger_push might work though.
  • PeggPegg Senior
    edited 8:21PM
    if you could name the entity that came out it would be very easy cause then you could just give it a phys_torque. Or you could even use a trigger_gravity in the path that the projectile fires down to reduce gravity and thus the arc?
  • RxDrThndrRxDrThndr Senior
    edited 8:21PM
    QUOTE (Pegg @ Feb 13 2008, 03:31 PM) »
    if you could name the entity that came out it would be very easy cause then you could just give it a phys_torque. Or you could even use a trigger_gravity in the path that the projectile fires down to reduce gravity and thus the arc?

    Wouldn't that potentionally make it able for players to use the area where the cannonballs can go as an exploit in gravity?
  • PeggPegg Senior
    edited 8:21PM
    yes and no, if you look at the arc from that picture it is already falling down so you would put it for a bit before it started to arc over which would be quite high and somewere players never get to, i think. At any rate trigger_push sounds like the best idea to be honest. Players wouldn't notice much
  • darktimesdarktimes Senior
    edited 8:21PM
    hey a server is up for the server

    played it now

    also can you make it harder to blow up the wall?
    it happens to fast

    also when the door is breaked turn the map into deathmatch
    maybe add a second door inside
    that needed to break whit a portable ramm
    and some hidden exits on the ramp and in the castle

    and maybe as last objective
    vikings need to slay the children and womens on the mointain path (im evil hahah)

    you have already in the throne room a blocked entrance

    knights need to defend it for 7 minutes (every task)

    1. door/wall (wall harder to destroy)
    2. inner door (portable version from ramm)
    3 throne room door (same here
    4 slay hidden ppl (use the simplest Ai. ppl only stay there)

    7 minutes for every objective
    = 28 minutes game time


    but its youre map
    if you want ignore my post
    _
    why are you reading this?
  • JahhurJahhur PVKII Team
    edited 8:21PM
    This is what I've already done:

    Objectives. 1) Blow up the wall and break down the door. (Both are harder to destroy so vikings can't just rush into them before knights can even defend).
    2) You can now enter the upper courtyard (It's closed at first) and break down the keep's door.
    3) Enter the keep, destroy the door leading to the tower.
    4) Blow the horn.

    Vikings can't skip any objectives, all of them must be completed in order to win.

    Knights must defend the castle for 5 minutes.
    Map restarts after 5 minutes or when the vikings blow the horn.
    Knights spawns move closer to the keep as vikings complete their objectives.

    Now I just need to do some testing since sometimes the round doesn't restart correctly. And fiery explosive cannonfire seems to cause some crashes...
  • darktimesdarktimes Senior
    edited 8:21PM
    hmm..
    five minutes is very short
    i need 3 minutes to break the front door

    and how have you make it harder to blow the wall?
    vikings need to carry the bomb?
    its need more hits?

    again 5 minutes is really short
    make it to 10-15
    then have all fun
    _
    why are you reading this?
  • JahhurJahhur PVKII Team
    edited 8:21PM
    The bomb takes more hits to destroy and at the start of every round there is a ~13 second waiting time before the vikings can reach the bomb at all.

    The door itself should be easier to break down, but there are some barricades before it that vikings need to come through.

    An organized viking team can easily complete the objectives in no time. But then again, I've no idea whats gonna happen in public servers. I'll keep the timer in 5 minutes till I can test it with full server.
  • darktimesdarktimes Senior
    edited 8:21PM
    on publics THERES NEVER a organized team

    i testet it in full server

    (the old version)

    but the changes sounds good
    the map look buityfull
    the disign and the rain is hilarius

    if you come the the final release
    i hope the map going to be added in the official mappool
    _
    why are you reading this?
  • SkuzzlebuttSkuzzlebutt Buttskuzzle Senior
    edited 8:21PM
    my favorite map smile.gif
    A Signature
  • darktimesdarktimes Senior
    edited 8:21PM
    me too
    but the server is gone

    i testet the ramm again
    its fine. when you know how its really simple

    in 20 seconds is it done

    but most ppl dont know how
    maybe add a pic or something in a house in the viking area:



    if swing back press repetely E

    . . . .<-

    . . . . icon_viking.gif . > //




    > = ramm

    // = door

    <- = arrow
    icon_viking.gif = viking
    _
    why are you reading this?
  • coo_snakecoo_snake Members
    edited 8:21PM
    I'm actually waiting for the next version tu put the server back on, hopefully soon...
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