Anvil Game Studios

Holdfast: Nations At War => Game Discussion => Suggestions & Feedback => Topic started by: Rycon on May 29, 2017, 03:09:21 pm

Title: Map Concepts - Share with us your Ideas!
Post by: Rycon on May 29, 2017, 03:09:21 pm
If you have ideas for scenes that will work for a Napoleonic land based battle, then feel free to share them with us here.

We are trying our best to avoid feature creep so any more complicated scenes will be pushed back until after our Early Access release (otherwise it will take forever to get the game into your hands!). We feel that rushing things out will not do justice to our vision for Holdfast: NaW.

You can check out one of our Skirmish maps - Crosshills in the below developer blog:
Developer Blog 11 - Crosshills. Skirmish map and time of day (http://www.holdfastgame.com/News/Post?p=1019)

Some points to look out for when pitching a concept for a map:



Title: Re: Map Concepts - Share with us your Ideas!
Post by: Spudgun on May 29, 2017, 03:19:03 pm
Strangefields please
Title: Re: Map Concepts - Share with us your Ideas!
Post by: McLovin on May 29, 2017, 03:31:39 pm
Those randomly generated maps that we had in Napoleonic Wars, I think, should be included in this game aswell.
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Harris1815 on May 29, 2017, 03:45:49 pm
Deep forest with ambush like setup for Britain or France Single dirt road maybe some fences thick forest. team 1 spawns at the beginning of road forms column and advances to take an objective. Team 2 spawns near forest and prepares for Ambush. p.s call it Ambush but not like the NW ambush
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Brock on May 29, 2017, 06:50:01 pm
Deep forest with ambush like setup for Britain or France Single dirt road maybe some fences thick forest. team 1 spawns at the beginning of road forms column and advances to take an objective. Team 2 spawns near forest and prepares for Ambush. p.s call it Ambush but not like the NW ambush

God that map was terrible. The spawns were not even correct.
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Leaf on May 29, 2017, 07:41:26 pm
Hello, this map is meant for big number of players (150+) and competitive games between regiments.

Is your concept specifically aimed at competitive, public play or both? Competetive only.
How are things going to play out gameplay wise? Read below
How large is the map? Most likely as large as you can possible make it
What is the environment going to be like? Read below

My first idea with the map was to recreate some aspects of a map I played with 84e in M&B NW and Mount and musket, the map was the most fun I've personally had as it forced each team to move towards each other in big lines (like in real life) and not in a column to not be shot by artillery fire and get your whole line wiped, it created some great scenic battles wich is why I liked them so much. (this is the map and what happens if you move in a column
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). I wanted to make that sort of RP battle whilst still making it more diverse/bigger and enabling some more strategic decisions then the old one you see in the video .

The Map
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Map description
Each side start in a small fort with wooden walls from where they move out. A big open field in the middle where the battle is meant to take place. In the middle of the field there's a big farm with some light forest around it protecting it slightly from cannon fire from each side and its surrounded with a short stone wall on the North West and South East sides of it, there's also a possibility to flank it from the South in cover of the farm itself as well as the light forest surrounding it. The farm gives great view to the larger part of the battle field and should one team capture the farm and move some of its artillery there it can be used for some great flanking fire into the enemy line infantry. There is a narrow pass to the North East leading to each enemies flank. And a road with a clearing to the South leading to enemy flank.

How the map plays out

Winning condition: Take over the enemy base.

Respawn place: The Farm, Base

Having the farm the only place to respawn other then the base, forces each faction to put troops on the battlefield to make sure the enemy doesn't capture it, rather then everyone flanking on the sides of the map. The farm gives huge strategic advantage as well as saves time running back to base regrouping your regiment or having to move out from the base, sending a small flanking force or to can still help you take over the battlefield. However, to balance things out respawn time is increased should you choose to spawn at the farm.

There will also be a set number of lives for each soldier of each faction. Capturing the farm will give your factions soldiers 1 extra life. So for example, if France pushes back England to Englands wooden fort base and England with the help of fortification hold their stand and decide to push, they can then push France back and capture the farm each soldier get that extra life and a greater chance at taking a France that suffered big losses.

Should no one take the enemy fort within 60 minutes it's a draw. As in M&B NW competitive games usually take 60-80 minutes and you swap teams/map many times. This is meant to play out in that time without any swapping of teams, or possible only 1 time.
This was something I thought of in a short amount of time and it's just a suggestion/idea.

Important:
The exact way of how it plays out and the game mode is still very uncertain. But I do want to make sure that the main forces of each faction should play out on the big field in the middle with the farm. Whilst small flanking forces offer strategic decisions and help you win the battle.

Also, I did make an adjustment if you should judge the map to big.
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Everything outside the red line goes away.Just take out the sides of it and it will still offer a great battle in the middle.

I will add more ideas/explanations as/if I think of them.

Suggestions are also very welcome!

Edit: Sorry for spelling errors, I'm sure it's still readable tho.

Title: Re: Map Concepts - Share with us your Ideas!
Post by: Harris1815 on May 29, 2017, 08:19:42 pm
Deep forest with ambush like setup for Britain or France Single dirt road maybe some fences thick forest. team 1 spawns at the beginning of road forms column and advances to take an objective. Team 2 spawns near forest and prepares for Ambush. p.s call it Ambush but not like the NW ambush

God that map was terrible. The spawns were not even correct.

My Favorite part of that map is the empty hill tops just desolate didn't even try to make it look better.
Title: Re: Map Concepts - Share with us your Ideas!
Post by: aStonedPierre on May 30, 2017, 10:18:43 am
Ruins - A Jungle / Desert Map
Ruins is both a competitive and public play map! It offers balanced spawns for either team and has a large focus on regiments working together holding or crossing the river parting each side!

The map will play out rather simply... Team 1 will down in a sloped area of the map in the upper right. This sloped start should balance the time it takes for each team to reach the river as team 1 spawns a little closer than team 2 does however it starts at a disadvantage of being down hill and not being able to see above the ridge line. Team 2 spawn on the far side of a large jungle swamp! The water is far too deep to cross so they must go round it! Placed on top of some raised ground are some artillery placements, these are positioned directly across from one another which should lead to some intense arty vs arty fights or if the artillery regiments are feeling a little more risky firing some shorts into the the lines of men that are scattered across the river bank, exposing themselves to be hit by the enemy teams arty but at a chance of killing lots of line infantry!  The artillery are positioned near the top of the map to force lines to fight on the middle / lower section of the battlefield. Crossing the river at the top will be a death sentence due to the artillery being able to stop any river crossing up there with a swift canister shot! Teams will fight to the death across the river, in ruins and in between jungle trees trying to out skirmish one another! The bodies of dead infantry will be littered up and down the river where brave men have made attempts to cross into enemy land!

The map size will be a medium sized map (more into the larger side of medium though) Hopefully this will keep the action fast and smooth whilst also stopping regiments from camping choke points (which there aren't many)

The environment will be fairly harsh... the humid heat and the jungle air will prove to be a task by their own... not to mention the piercing sand storm that tears through the jungle tree leaves and cuts into the infantry's uniforms! Infantry boots will get bogged down in quick sand and water holes where the ground below has flooded after years of erosion! Men will clamber their way to shade to escape from the scorching heat of the sun! Using any cover under trees or ruins!

Map Top Down View's

Example 1 (No Sandstorm)
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Example 2 (Sandstorm)
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Title: Re: Map Concepts - Share with us your Ideas!
Post by: Exodus on May 30, 2017, 01:25:31 pm
(http://www.battlefieldnexus.com/wp-content/uploads/2016/10/Battlefield-1-St-Quentin-Scar-300x169.png)
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Pugglesworth on May 31, 2017, 06:48:59 am
Those randomly generated maps that we had in Napoleonic Wars, I think, should be included in this game aswell.

Yes please. Even if there are a whole bunch of good competitive maps, strategies for conquering them can be memorized, while random maps force you to improvise.

But, if you tried to get a random desert in NW, sometimes it would give you Mount Everest (minus the snow). 12 times in a row. It would be nice if this would not happen.

If possible, being able to alter the parameters of map creation would be a huge help for event organizers (and attendees). Things such as max/min height, max difference between the highest and lowest points, and variation/noise would be great. Maybe even options for rivers (amount, width, depth), forests (map coverage, density, type), buildings (amount, type), perhaps the option to have artillery emplacements for each side (either actual guns set up with makeshift defenses or just nice flat areas where they may be set up). Also would be nice to be able to save the seed if you happen to generate a really neat map.

Or there could be three categories of random map: Tactical Infantry, Artillery Friendly, and Competitive
Tactical Infantry would provide the largest amount of variation in terrain (hopefully not too many impassable mountains) that would create both close-range engagements and long-range shootouts. This would be the best choice for public servers.
Artillery Friendly would have a clear, elevated section on each side with hills and vegetation dotting the middle of the map to provide some cover from artillery. Should also be somewhat cavalry-friendly too. This would be the best choice for large events.
Competitive would be somewhat symmetrical, to provide a balanced experience. There would be little vegetation and terrain variation, not providing a lot of cover except for some balanced strategic points intended to promote tense engagements. This would be the best choice for highly competitive events.
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Brock on May 31, 2017, 11:06:45 pm
Those randomly generated maps that we had in Napoleonic Wars, I think, should be included in this game aswell.

Yes please. Even if there are a whole bunch of good competitive maps, strategies for conquering them can be memorized, while random maps force you to improvise.

But, if you tried to get a random desert in NW, sometimes it would give you Mount Everest (minus the snow). 12 times in a row. It would be nice if this would not happen.

If possible, being able to alter the parameters of map creation would be a huge help for event organizers (and attendees). Things such as max/min height, max difference between the highest and lowest points, and variation/noise would be great. Maybe even options for rivers (amount, width, depth), forests (map coverage, density, type), buildings (amount, type), perhaps the option to have artillery emplacements for each side (either actual guns set up with makeshift defenses or just nice flat areas where they may be set up). Also would be nice to be able to save the seed if you happen to generate a really neat map.

Or there could be three categories of random map: Tactical Infantry, Artillery Friendly, and Competitive
Tactical Infantry would provide the largest amount of variation in terrain (hopefully not too many impassable mountains) that would create both close-range engagements and long-range shootouts. This would be the best choice for public servers.
Artillery Friendly would have a clear, elevated section on each side with hills and vegetation dotting the middle of the map to provide some cover from artillery. Should also be somewhat cavalry-friendly too. This would be the best choice for large events.
Competitive would be somewhat symmetrical, to provide a balanced experience. There would be little vegetation and terrain variation, not providing a lot of cover except for some balanced strategic points intended to promote tense engagements. This would be the best choice for highly competitive events.


Do keep in mind The coding required for a random gen map is quite intensive. Everything for a good quality map has to be taken into account. Say you want building to spawn in a certain area of the map at a designated elevation. Lots of coding.
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Nurdbot on June 01, 2017, 12:53:33 am
I do hope we get a little more variety with terrain and location too. Fighting in some sort of swampy enviroment, as well a urban enviroment would be great!
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Coldstreamer on June 01, 2017, 04:56:29 pm
HO this is my post oh yes!!  I have an image of a really cool fort on the water:  Yes..
 its from assasins creed, but its cool:
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  This one is a real fort:
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Title: Re: Map Concepts - Share with us your Ideas!
Post by: Angela_Merkel on July 12, 2017, 04:51:18 pm
The battle of Czarnowo

This map is historicaly based on the battle of czarnowo, which was fought in the night between the 23th and 24th of december (nice christmas map) https://en.wikipedia.org/wiki/Battle_of_Czarnowo
I made it on MB NW and its on the NWRP server.
(http://img5.fotos-hochladen.net/uploads/20170222165438q301r4cjn2.jpg)
Steam workshop: with pics
https://steamcommunity.com/sharedfiles/filedetails/?id=863950067

When I made this map I tryed to make it as accurate as possible.
(http://de.share-your-photo.com/img/0f324e946e.jpg)
(http://de.share-your-photo.com/img/3821422d4c.jpg)

This map is for 80-150 players

A problem might be that the town Pomiechowo is a bit too near to team 1; though on NWRP I have the feeling that it isn't a too big problem because the terrain makes it easy to attack it(mountains on the side and rear make it easier to flank and infront of it the terrain is a bit hilly [slightly, only max half a metre high]) .
Althoug the area is in real life pretty flat, i decided to make it a valley with because it looks good and the outer terrain of NW is ugly.
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Leaf on July 23, 2017, 10:46:23 pm
https://gyazo.com/a2e735f44e53872e8ba71d11b7e52c7c Training map. Feel free to lave suggestions!
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Brock on July 24, 2017, 01:38:46 am
Training map

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Title: Re: Map Concepts - Share with us your Ideas!
Post by: Profy 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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Plans
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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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Title: Re: Map Concepts - Share with us your Ideas!
Post by: Refleax 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.
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Sir John Murder 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
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Bobmarley on July 26, 2017, 01:44:40 am





Title: Re: Map Concepts - Share with us your Ideas!
Post by: Sir John Murder 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
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Bobmarley 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! :)
Title: Re: Map Concepts - Share with us your Ideas!
Post by: [2oReina] Huevos 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.

(https://historiadesantacruzdetenerifejclic.files.wordpress.com/2016/03/rossel3.jpg?w=960)

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.

Title: Re: Map Concepts - Share with us your Ideas!
Post by: √etro™ 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
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Zen 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.
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Jarebear 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.
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Irahi 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.
Title: (Naval Map Idea) The Battle of Tory Island - During the 1798 Irish Rebellion
Post by: Admiral. Thomas Cochrane on August 22, 2017, 07:45:54 pm
(http://i.imgur.com/YE8gArw.png)


(http://i.imgur.com/jCpZNu6.png)                      (http://i.imgur.com/jFO1Gg6.png)


(http://i.imgur.com/9Ai0q02.png)
                                                                                                                                                                                                                                                                                               
(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.


(http://i.imgur.com/O2U71Fr.png)

(http://i.imgur.com/V0hDS9o.png)            (http://i.imgur.com/cT9t4te.jpg)

(http://i.imgur.com/O39hPbs.png)            (http://i.imgur.com/LVcAoqy.png)
Title: Re: Map Concepts - Share with us your Ideas!
Post by: allanski 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
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Condoz on September 05, 2017, 12:32:59 am
As long as it doesn't have Strangeways, the game will always be flawed.
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Mercuri on September 21, 2017, 11:13:14 pm
Battle of La albuera


The Battle of Albuera (16 May 1811) was a battle during the Peninsular War. A mixed British, Spanish and Portuguese corps engaged elements of the French Armée du Midi (Army of the South) at the small Spanish village of Albuera, about 20 kilometres (12 mi) south of the frontier fortress-town of Badajoz, Spain.  (read more here https://en.wikipedia.org/wiki/Battle_of_Albuera)

What looks great to me about a map based on this battle? Is a large terrain with a low river crossing it, there was a fight on the stone bridge that cross the river near the village of La Albuera. This map bring us enough terrain to have a fun event with cobants in the open fields, the streets of the village or the bridge or the hills as historically happened.  This map is for realistic gameplay modes

So the map can be as longs as the developers think it need, it can be just the representation of the village and the bridge, wich will be a medium size map, or it can also include all the open fields and hills as a large or very large map.

British come from the West, the side of the riber were the village is, and the French come from the East. There is more impormation about this battle around the internet in case someone needs more explanation

This is a good top view of the terrain and the distribution of the order of battle
(https://upload.wikimedia.org/wikipedia/commons/thumb/9/9f/Battle_of_Albuera_%281811%29_map.jpg/1280px-Battle_of_Albuera_%281811%29_map.jpg)

This is the google maps location (https://www.google.es/maps/place/06170+La+Albuera,+Badajoz/@38.7076983,-6.8240827,14.25z/data=!4m5!3m4!1s0xd16c14548fd7b77:0xe3646da606713283!8m2!3d38.7170256!4d-6.8230247)

more here:
Spoiler
[close]

And finally, some cool images from a great diorama:
(http://3.bp.blogspot.com/-vtyxxCpwmNA/TdEJyPLztWI/AAAAAAAAAZQ/itMe_Tuv9nQ/s1600/RHM_Alb-3%25282%2529.jpg)
(http://1.bp.blogspot.com/-W7qXTUZuV1g/TdEIp382X4I/AAAAAAAAAWw/RS0S7XkHO5U/s1600/RHM_Alb-77.jpg)
The full gallery of 39 imgs (http://bricopolus.blogspot.com.es/2011/05/la-batalla-de-la-albuera.htmlThe full gallery of 39 img)



Edit: Found more detailed information about the battle
http://balagan.info/battle-of-albuera-16-may-1811
(http://balagan.info/wp-content/uploads/Albuera-Map-Steven-Thomas-429x640.png)
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Mercuri on September 21, 2017, 11:15:24 pm
edit: sorry delete this pls
Title: Re: Map Concepts - Share with us your Ideas!
Post by: cucovi on September 23, 2017, 01:28:55 pm
edit: sorry delete this pls
lol xd
Title: Re: Map Concepts - Share with us your Ideas!
Post by: cucovi on September 23, 2017, 01:29:10 pm
About the battle of Albuera, this map was made in NW in the event of the peninsular campaign that contained the majority of Spanish clans. Apart from this battle there were also many more historical battles in different parts of Spain.

Here I leave several photos of how was the event map created by myself
(https://i.imgur.com/fPytfKF.jpg)
(https://i.imgur.com/2ChvjNV.jpg)
Video of map: https://www.youtube.com/watch?v=RgtU8YBhx2Q
Title: Re: Map Concepts - Share with us your Ideas!
Post by: OsamazeLlama on September 23, 2017, 02:10:27 pm
Maybe add some sort of hill star fort? Would love to partake in one of those sieges.

(https://i.pinimg.com/originals/e2/4e/40/e24e40c574542f432188283518c949c7.jpg)

(http://www.castlesandmanorhouses.com/pics/rothenberg.jpg)

Just some ideas :)
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Prisoner on September 23, 2017, 11:31:39 pm
is there a possibility of randomized maps like mount and blade?
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Mercuri on September 24, 2017, 11:13:26 am
About the battle of Albuera, this map was made in NW in the event of the peninsular campaign that contained the majority of Spanish clans. Apart from this battle there were also many more historical battles in different parts of Spain.

Here I leave several photos of how was the event map created by myself
Spoiler
[close]

I dont want to be rude, but man, it doesn't look even similar :/
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Siwi on September 24, 2017, 12:21:01 pm
Is there plan to add the ability for us to make custom maps?
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Lorucas on September 24, 2017, 12:59:39 pm
About the battle of Albuera, this map was made in NW in the event of the peninsular campaign that contained the majority of Spanish clans. Apart from this battle there were also many more historical battles in different parts of Spain.

Here I leave several photos of how was the event map created by myself
Spoiler
[close]

I dont want to be rude, but man, it doesn't look even similar :/



How can you say that? You were not at the event, if I remember correctly your regiment did not want to attend a series of events of the peninsular war, which were a large majority of Spanish clans. And if the map has some different parts it is because the warband editor is not very accurate.

So please stop trying to disparage the work of others or copy ideas. Many thanks  ;)
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Mercuri on September 24, 2017, 05:20:39 pm

I dont want to be rude, but man, it doesn't look even similar :/



How can you say that? You were not at the event, if I remember correctly your regiment did not want to attend a series of events of the peninsular war, which were a large majority of Spanish clans. And if the map has some different parts it is because the warband editor is not very accurate.

So please stop trying to disparage the work of others or copy ideas. Many thanks  ;)

1st It doens't matter if I played the event or not, whats the point of talking about the event? he shared screenshoots and a video where you can see the map, so I'm talking about what he is showing and I'm seeing.
2nd In my opinion, the distribution of the places or the props is not good, there are not enough hills, map seems flat, and a large etc... He is sharing these pics and videos of his NW map in order to being used to make a map in the future by the devs of the game, they asked for propper information, if the information he is sharing is not even similar to the original why I can't say it? Why you share a NW maps based on a original battle instead of the original information you used to make the map? Makes no sense.
3rd. What I'm copying?  :o
Title: Re: Map Concepts - Share with us your Ideas!
Post by: SK on September 24, 2017, 06:23:31 pm
I haven't seen it anywhere probably missed it but, will you be able to make your own maps in the future?
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Lecourbe on September 25, 2017, 11:22:51 am
I haven't seen it anywhere probably missed it but, will you be able to make your own maps in the future?

As the dev already said, an editor to create your own custom maps will be added in the future.
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Soarino on October 12, 2017, 10:37:56 pm
A urban combat map would be good addition with large streets and maybe a baracade made from furniture, the map could be based of the city of Paris with or maybe even a medium rural Spanish city. The size of the city could scale with the game mode or the player count.
Title: Re: Map Concepts - Share with us your Ideas!
Post by: Duke_Countu on October 15, 2017, 04:21:54 pm
A few map suggestion for when the Prussians show up:

1. Teutonic Castle

A map centered around a red-brick Teutonic castle, like those commonly found in the Baltic for the Army Battlefield and Army Siege (French attackers, Prussian defenders) game modes.

Examples:

(http://pomorskie.travel/web/uploads/article/miniatury/L-660e7ce24d091713ff50c8dc29f36a4ca2899a23.jpg)

(http://templiers.org/bytow/slides/bytow-photo01-800x531.jpg)

(http://i.istockimg.com/file_thumbview_approve/9090421/2/stock-photo-9090421-teutonic-castle.jpg)

(http://handmadeineurope.com/heymesbalticamber/wp-content/uploads/sites/16/2015/11/800px-Torun_zamek_krzyz.jpg)

2. Winter Abbey

A snow-covered map centered around a Prussian abbey for the Army Siege (French defenders, Prussian attackers) and Army Battlefield game modes.

Examples:

(https://upload.wikimedia.org/wikipedia/commons/5/58/Kloster_und_St.Marienkirche_Wienhausen_IMG_2053.jpg)

(https://upload.wikimedia.org/wikipedia/commons/9/99/Kloster_Reichenau_%28Foto_Hilarmont%29.jpg)

(https://upload.wikimedia.org/wikipedia/commons/thumb/5/54/Roskilde-Kloster.jpg/800px-Roskilde-Kloster.jpg)

3. Polish Farmland

A flat, dreary, late-autumn land covered with crops and with bare trees lining the paths for the Army Battlefield mode.

4. Polish Farmstead

A map in the same style as the Polish farmland, but centered around a cluster of farmhouses for the Army Siege (French attackers, Prussian defenders) and Army Battlefield modes.

Examples:

(http://polishpoland.com/wp-content/uploads/2010/11/polish-peasant-house.jpg)

(http://news.cornell.edu/sites/chronicle.cornell/files/PolandBarn460.jpg?itok=QrojGz3J)

(https://thumbs.dreamstime.com/t/polish-historic-village-house-summer-50308709.jpg)

(https://i.ytimg.com/vi/qV2VYBlxwZo/hqdefault.jpg)