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Author Topic: Map Concepts - Share with us your Ideas!  (Read 1434 times)

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Offline Brock

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Re: Map Concepts - Share with us your Ideas!
« Reply #15 on: July 24, 2017, 01:38:46 am »
Training map

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« Last Edit: July 24, 2017, 01:44:24 am by Brock »

Offline Profy

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Re: Map Concepts - Share with us your Ideas!
« Reply #16 on: July 24, 2017, 07:18:17 am »
Recently, I made some coastal maps on Nw: like the fort of the Conchea off St Malo or the fort of the Petit Bé :
http://www.fsegames.eu/forum/index.php?topic=26077.msg1586686#msg1586686
La Conchée :
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Plans
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Le Petit Bé

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In the same theme; We have the fortifications of the island of Ré, the forts Taureau and National

Fort du Taureau:
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Ile de Ré

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We also have imposing alpine fortifications like the barrier of the esseillon which consists of 5 forts at the edge of a precipice

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« Last Edit: July 24, 2017, 08:02:21 am by Profy »

Online Refleax

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Re: Map Concepts - Share with us your Ideas!
« Reply #17 on: July 25, 2017, 07:40:11 pm »
Those are some nice references for coastal maps! It really helps us out when we have plans to model upon.

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Offline Sir John Murder

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Re: Map Concepts - Share with us your Ideas!
« Reply #18 on: July 26, 2017, 12:14:38 am »
1. Arena
2. competitive
3. A arena were u spawn in the center and whoever is hosting the competition splits them up to the 4 arenas and people fight and move up in the bracket and as people wait for there turn they can watch in the stands 
4. Small
5. a square stadium with 4 arenas for group or solo fighting
6. http://imgur.com/y0Y1jaz

Offline Bobmarley

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Re: Map Concepts - Share with us your Ideas!
« Reply #19 on: July 26, 2017, 01:44:40 am »
  • White cliffs of Dover
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  • Straight forward ships go at each over but must be careful of stumps what means ships will have to manover around them while still ensuring they can attack the enemy ships
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I find ur lack of capitalism disturbing - Bob

Offline Sir John Murder

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Re: Map Concepts - Share with us your Ideas!
« Reply #20 on: July 26, 2017, 01:55:40 am »
1. River Side Village
2. both
3. Team 1 spawns at the beginning of the road there are many options for them one is to march 2 is to go to the docks if they march they can take the longer way through the village which provides cover but takes longer or take the sort cut but passing the church on the island this way is faster but has much less cover. If they went to the docks they can take a boat and head downriver towards the defenders when they pass the church they can continue towards the fort or go down the small creak (which can only be taken by small landing craft) if they take the small creak they can go to the armory were there are better weapons and arty then there could go back to the stream or to the small docks nearby. If they continued upriver they could beach in front of the fort or go to a port even further. Team 2 will spawn in the fort and would have to act quickly to get into defensive positons. so once after Team 1 takes the fort or Team 2 defends for the time period the round is over and the victor is declared.
4. Big
5. A map with a river in the center one on side is the village and on the other side is the fort Team 1 has to take and Team 2 has to defend.
6.  http://imgur.com/Yr2zHHc

Offline Bobmarley

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Re: Map Concepts - Share with us your Ideas!
« Reply #21 on: July 27, 2017, 12:13:03 am »
1. River Side Village
2. both
3. Team 1 spawns at the beginning of the road there are many options for them one is to march 2 is to go to the docks if they march they can take the longer way through the village which provides cover but takes longer or take the sort cut but passing the church on the island this way is faster but has much less cover. If they went to the docks they can take a boat and head downriver towards the defenders when they pass the church they can continue towards the fort or go down the small creak (which can only be taken by small landing craft) if they take the small creak they can go to the armory were there are better weapons and arty then there could go back to the stream or to the small docks nearby. If they continued upriver they could beach in front of the fort or go to a port even further. Team 2 will spawn in the fort and would have to act quickly to get into defensive positons. so once after Team 1 takes the fort or Team 2 defends for the time period the round is over and the victor is declared.
4. Big
5. A map with a river in the center one on side is the village and on the other side is the fort Team 1 has to take and Team 2 has to defend.
6.  http://imgur.com/Yr2zHHc

Love the idea of this map +1 i think it would play really well! :)
I find ur lack of capitalism disturbing - Bob

Offline [2oReina] Huevos

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Re: Map Concepts - Share with us your Ideas!
« Reply #22 on: July 28, 2017, 03:18:29 am »
Santa Cruz de Tenerife

The map would be based in the battle of Santa Cruz de Tenerife realized in 1797 in the Anglo-Spanish war.

This map would be a siege where the attackers need to take the San Cristobal Castle landing in the city, it was a frontal attack.



The attacker: Spawns in two ships and then use the boats to arrive to the coast.

The deffender: The defender use the Castle of San Cristobal and some near buildings.

« Last Edit: July 28, 2017, 06:19:39 pm by [2oReina] Huevos »

Online √etro™

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Re: Map Concepts - Share with us your Ideas!
« Reply #23 on: August 03, 2017, 08:00:30 pm »
1. Arena
2. competitive
3. A arena were u spawn in the center and whoever is hosting the competition splits them up to the 4 arenas and people fight and move up in the bracket and as people wait for there turn they can watch in the stands 
4. Small
5. a square stadium with 4 arenas for group or solo fighting
6. http://imgur.com/y0Y1jaz

Offline Zen

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Re: Map Concepts - Share with us your Ideas!
« Reply #24 on: August 19, 2017, 08:17:06 pm »
Hi,

I would like to make a recommendation more regarding to the governance of servers and events.

An easy way for admining, similar to the admin tools for NW. This is needed as a means to keep our servers running smoothly. Would be good to access custom maps from the admin panel as well.

Not to mention, it will be key in the competitive scene and there are punishments that must be issued quickly.

Offline Jarebear

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Re: Map Concepts - Share with us your Ideas!
« Reply #25 on: August 19, 2017, 11:32:49 pm »
Would you guys be open to implementing historical battle sites as maps in the game? I think there's a lot which can be taken from the history books in terms of level and map design.

Offline Irahi

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Re: Map Concepts - Share with us your Ideas!
« Reply #26 on: August 21, 2017, 04:12:17 am »
Coast battle/Mixed Land-Naval battle :

Just a normal linebattle on the seaside with few ships fighting each other and providing support from water for land troops.
« Last Edit: August 21, 2017, 04:17:41 am by Zahari »

Offline Admiral. Thomas Cochrane

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(1798) The Battle of Tory Island (sometimes called the Battle of Donegal, Battle of Lough Swilly or Warren's Action) was a naval action of the French Revolutionary Wars, fought on 12 October 1798 between French and British squadrons off the northwest coast of County Donegal, then in the Kingdom of Ireland. The last action of the Irish Rebellion of 1798, the Battle of Tory Island ended the final attempt by the French Navy to land substantial numbers of soldiers in Ireland during the war.

Admiral Warrens Persuit
Admiral Bompart of the French Squadron waited out the night close to Tory Island hiding from the Britsh Navy that had recently given him chase. He was trying to organize a landing for more French troops to be landed in Ireland and randevu with the current French troops that had been landed in Mayo previously. Bompart was then surprised the next day by sails on the horizon; Admiral Warren's squadron of the Britsh Navy who gave Bompart chase the day before had been joined by Countess's ships this time, and an overwhelming force was bearing down on the French. Abandoning all notions of landing the troops, Bompart hauled his ships close to the wind to give them room to manoeuvre and allow their captains as many opportunities as possible to escape the approaching British.

Eventually realising he could not escape due to a fierce gale hindering his squadrons movement, he decided to fight his way out past the British, Bompart formed his squadron into a battleline and turned westwards, waiting for Warren's signal for the attack. Because of the dispersed nature of his squadron, Warren did not issue this signal until 07:00, when he ordered HMS Robust to steer for the French line and attack Hoche directly. Captain Edward Thornbrough of the HMS Robust obeyed immediately and closed with the French, firing into the frigates Embuscade and Coquille as he passed, before closing with Hoche and, at 08:50, beginning a bitter close-range artillery duel. Minutes later HMS Magnanime joined the action, firing on the rear frigates and engaging the French van of Immortalité, Loire and Bellone, which had worn out of the line in an attempt to rake her. The next three British ships into action, HMS Ethalion, HMS Melampus and HMS Amelia, all raked the isolated Hoche as they passed, before pressing on sail to pursue the French frigates, now making distance to the south-west. HMS Canada and the subsequent British ships all ignored Hoche except to fire a few distant shots. By the time they passed, the ship was clearly a wreck, having been pounded repeatedly by the Robust and Magnanime. Bompart finally surrendered at 10:50 with 270 of his crew and passengers killed or wounded.


Embuscade was the next to surrender, having been battered in the opening exchanges by HMS Magnanime, and further damaged by long-range fire from Foudroyant during the pursuit. Overhauled by several larger British ships, Captain de la Ronciére surrendered at 11:30 rather than allow his ship to be destroyed. Magnanime, suffering the effects of her engagement with Hoche, took possession of Embuscade and continued to follow slowly behind the rest of the fleet, while HMS Robust, which had suffered severely in her duel with Hoche, remained alongside her erstwhile opponent to take possession. The direction of the French squadron's flight, following the direction of the wind, took them across the path of the straggling British ships, beginning with the HMS Foudroyant. Most of the frigates were able outrun this ponderous enemy, but Bellone was less fortunate and a speculative shot from the battleship detonated a case of grenades in one of her topmasts. This began a disastrous fire which was eventually brought under control, but at a significant cost in speed. She was soon closely attacked HMS Melampus and suffered further damage. Nearby, the struggling Coquille surrendered after being outrun by the approaching HMS Canada; Warren ordered the slowly following Magnanime to take possession.

HMS Ethalion took over pursuit of Bellone from HMS Melampus, and for two hours maintained continuous fire with her bow-chasers on the French ship. Ethalion was faster than her quarry, and she slowly pulled parallel with Bellone during the afternoon, but could not get close enough for a decisive blow. It took another two hours of pursuit before the battered Bellone eventually surrendered. Hoche apart, Bellone had suffered more casualties than any other ship present. To the south of this conflict, the struggling HMS Anson discovered herself in danger when the surviving frigates of the French vanguard swept towards her en masse. Captain Durham was initially confused by their approach as he had been too distant to witness the action and the French ships flew false British ensigns, but he rapidly realised their true identity and at 16:00 opened fire on Loire. The damaged Anson was severely hampered by her inability to manoeuvre, and so could do nothing when the French ships pulled back and sailed away, except to continue to fire until they were out of range. During the evening, the surviving French frigates gradually pulled away from their pursuers and disappeared into the gathering night, leaving behind four of their squadron, including their flagship, as captives.


There is more to be read about this battle as it progresses on with more chase being given to the French. But you can read up on it more here: https://en.wikipedia.org/wiki/Battle_of_Tory_Island

But yes I think it would be an interesting map because firstly it's off the coast of Ireland and the gives opportunity's to see amazing cliff coast line whilst a battle rages on. Ireland overall is kinda of a niche spot when it comes to Napoleonic history, as there has been quite to few land battles involving the French, the Irish and the British but it's not really mentioned a lot in the grand scale of things of the Napoleonic era. I think it's a bullet proof idea, with opportunities of a very different type of environment. Also, Ireland is very well known to have rough seas, especially the West Coast. Hell, just ask the Spanish, they'll know all about it. ;D

But that aside maybe this map could have an element of rough seas which could change up the gameplay. As from the above history text on the battle, it describes:

"Robust was in a battered state herself and the storms of the previous week had not abated. When a gale struck the pair on 13 October, Hoche lost several masts and broke her tow" "4th October, when a storm descended and Bompart successfully outran Countess in the increasing darkness.In the high winds, Amelia was driven off course and away from her compatriots on 7 October while Anson again suffered damage, this time losing two topmasts."

As I speak, I live on the west coast of Ireland, and it's like the Amazon right now with all the rain tapping against my window and continues rolling thunder in the distance.




           

           
« Last Edit: August 22, 2017, 07:48:26 pm by Admiral. Thomas Cochrane »

Offline allanski

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Re: Map Concepts - Share with us your Ideas!
« Reply #28 on: August 26, 2017, 12:35:12 am »
Could we please possibly have pirates and so on so that we could have roleplay events where out of the fog comes a pirate ship and attacks you to steal your goodies and so on. That would be very interesting and my NW brigade is going to do roleplay events hopefully with own servers if possible

Offline Condoz

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Re: Map Concepts - Share with us your Ideas!
« Reply #29 on: September 05, 2017, 12:32:59 am »
As long as it doesn't have Strangeways, the game will always be flawed.

Lt. Condoz -  51st Grenadiers (BG2), 83rd Regiment of Foot (BG2), 51st Regiment of Foot (M&M and NW) since 2009
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