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Author Topic: Developer Blog 12 - Desert ruins. An army based map  (Read 1346 times)

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Offline Refleax

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Developer Blog 12 - Desert ruins. An army based map
« on: June 08, 2017, 07:46:27 pm »

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Offline AgentMWolf

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Re: Developer Blog 12 - Desert ruins. An army based map
« Reply #1 on: June 08, 2017, 08:20:00 pm »
Looking Good. Always like a good desert map  :D

Offline Pierre

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Re: Developer Blog 12 - Desert ruins. An army based map
« Reply #2 on: June 08, 2017, 08:23:30 pm »
The map looks amazing, the ruins on this map will add are more tactical style of gameplay

Offline usnavy30

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Re: Developer Blog 12 - Desert ruins. An army based map
« Reply #3 on: June 08, 2017, 08:24:35 pm »
Pretty cool, a desert map and a winter map afterwards will be good for seasonal variety. I see you have crouch walking as well. What kind of architecture are the desert ruins based off of? Also, will both factions share the same color of cannons?
« Last Edit: June 08, 2017, 08:46:50 pm by usnavy30 »

Offline McLovin

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Re: Developer Blog 12 - Desert ruins. An army based map
« Reply #4 on: June 08, 2017, 08:25:37 pm »
Really nice - I like the noise of the wind, and how the noise of the footsteps are muffled on the sand while louder on a solid surface, really creates a nice atmosphere.

Offline iWeester62

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Re: Developer Blog 12 - Desert ruins. An army based map
« Reply #5 on: June 08, 2017, 08:40:00 pm »
Looking good.

Offline NiPhix

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Re: Developer Blog 12 - Desert ruins. An army based map
« Reply #6 on: June 08, 2017, 09:11:13 pm »
Looks very nice. Could you guys fire a musket once when you do these kind of videos? I'm really eager to see how the particle effects and shooting looks like. :D

Offline Olafson

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Re: Developer Blog 12 - Desert ruins. An army based map
« Reply #7 on: June 08, 2017, 09:33:38 pm »
Pretty cool, a desert map and a winter map afterwards will be good for seasonal variety. I see you have crouch walking as well. What kind of architecture are the desert ruins based off of? Also, will both factions share the same color of cannons?

I based the architecture on a quite random collection of ancient ruins/buildings that still exist today and modified them to fit a more desertish theme. They range from buildings in Italy to France, Greece, Germany and Syria. It is a game, so I did not care too much about the architecture actually being from different cultures and different eras. They work together, which is all that matters.

That being said, do not think that we are only making fictional maps. We have a bunch of historically accurate and less fictional maps in the game too (Mostly forts though) and we are probably going to add more historically accurate maps to the list later.
« Last Edit: June 08, 2017, 09:40:09 pm by Olafson »

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Offline Brock

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Re: Developer Blog 12 - Desert ruins. An army based map
« Reply #8 on: June 08, 2017, 10:02:19 pm »
Let me give my thanks for the time for development and time for making this blog possible.

The map looks fantastic. I love the idea of small skirmishes happening.

Also an update from me with the UI. I wanted to thank Refleax and everyone who worked on the UI. It looks much better.
I will also be making some nice exemplars for some UI redesign, Ammo meter, health, and compass. I will let you guys know when I am finished with that.

Cheers, Brock.

Offline usnavy30

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Re: Developer Blog 12 - Desert ruins. An army based map
« Reply #9 on: June 08, 2017, 10:17:20 pm »
Pretty cool, a desert map and a winter map afterwards will be good for seasonal variety. I see you have crouch walking as well. What kind of architecture are the desert ruins based off of? Also, will both factions share the same color of cannons?

I based the architecture on a quite random collection of ancient ruins/buildings that still exist today and modified them to fit a more desertish theme. They range from buildings in Italy to France, Greece, Germany and Syria. It is a game, so I did not care too much about the architecture actually being from different cultures and different eras. They work together, which is all that matters.

That being said, do not think that we are only making fictional maps. We have a bunch of historically accurate and less fictional maps in the game too (Mostly forts though) and we are probably going to add more historically accurate maps to the list later.
Thanks for the fast reply, Olafson. I don't mind the fictional aspect of maps, if it's fun to play on that's good enough for me at least. Like running on an aqueduct. Historical maps are fine too, I always like to know the background on the battlefields. If I may also ask, what about the cannons choice of color between factions? Will both factions use the same type of cannons with blue painting? I wouldn't mind if they do or don't, I'd just like to know.
« Last Edit: June 08, 2017, 10:24:38 pm by usnavy30 »

Offline Nurdbot

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Re: Developer Blog 12 - Desert ruins. An army based map
« Reply #10 on: June 08, 2017, 10:41:53 pm »
Looks lovely, I always enjoyed the Mount & Musket style deserts with features rather than the barren wastelands of the Warband DLC ones. It looks just as lovely at night too.

I cannot wait to see the snow themed map and others in the future too.

Offline Exodus

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Re: Developer Blog 12 - Desert ruins. An army based map
« Reply #11 on: June 08, 2017, 11:27:28 pm »
The map gets me excited! It looks bloody amazing and I'm actually pumped! Definitely keen to play  ;D

Offline Olafson

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Re: Developer Blog 12 - Desert ruins. An army based map
« Reply #12 on: June 08, 2017, 11:32:38 pm »
For now both factions use the same cannon, but if we manage to find some more time, we might add the french gribeauval carriage too.

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Offline Refleax

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Re: Developer Blog 12 - Desert ruins. An army based map
« Reply #13 on: June 08, 2017, 11:56:04 pm »
I cannot wait to see the snow themed map and others in the future too.

We'll write a developer blog about that sometime.

The plains snow map we have yet to show looks pretty damn great in my opinion. It becomes quite atmospheric when coupled with fog.


Let me give my thanks for the time for development and time for making this blog possible.

The map looks fantastic. I love the idea of small skirmishes happening.

Also an update from me with the UI. I wanted to thank Refleax and everyone who worked on the UI. It looks much better.
I will also be making some nice exemplars for some UI redesign, Ammo meter, health, and compass. I will let you guys know when I am finished with that.

Cheers, Brock.

You're welcome.

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Offline Bluehawk

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Re: Developer Blog 12 - Desert ruins. An army based map
« Reply #14 on: June 09, 2017, 12:39:16 am »
Speaking of the ammo metre, I notice it represents a loaded musket with a digit, "1", like most shooters with magazine-fed weapons. I wonder will there be multiple-shot weapons in the future, like Nock guns, double-barrel rifles, or even William Dupree's dreaded double-volley carbine (14 barrels)?
Not a real suggestion
[close]

In other words, will the number ever exceed 1?