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 Mount&Blade Repository » Multiplayer » Expanded Ichamur for Strategus
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View this file on the M&B NexusFile Listing: Expanded Ichamur for Strategus
Last Updated: Jul 29, 2011, 02:53:14 pm
First Created: Jul 27, 2011, 03:54:10 am
File version: 1.2
For M&B version: Warband 1.143
Downloads: 179 (184) Size: 46 KB
Views: 2,025 (2,101) Type: ZIP
Rating (0 votes): Unrated
This is a download for an expanded multiplayer version of town 17, Ichamur for use in Strategus.

1.1- Blocked off leftmost section of the walls to make for a smaller playing area.

1.2- Removed permanent ladder and AI mesh


The main things I tried to do when making it-
*Make it feel like a city
Currently cities are the smallest battlefields in Strategus, and always have the biggest numbers. By expanding the map it opens up offensive and defensive tactics as opposed to the current meatgrinder battles. I also added some additional fake background buildings to add to the feeling that this is one of the major population centers in Calradia, taking it is a great achievement and will be a key asset to the growth of any major faction.

* Make it playable
One of the big contributions cRPG makes to the game is the inclusion of catapults, ladders, siege shields, etc. This map will make it possible to use those while avoiding exploiting them (i.e. using ladders to go over the invisible walls and around the city wall as was so frequent in last Strategus. With this map catapults may be used to take down the walls, but there will still be hope for the defenders to fight through the streets. Defensive spawn points will be put at all the closed entrances to other parts of the city, as well as a point in the courtyard of the main keep. Also, everywhere within the battle areas are completely unrestricted. Anywhere outside (fake building area) will be blocked by invisible barriers from the ground up.

*Keep it's personality
While I'm adding a lot to it, I still want this to be a representation of Ichamur. I made very few elevation changes to the natural map, kept a similar style to the walls in terms of approach and having areas of crossfire that have always been such a problem for attackers at that map. The keep and the alley leading directly up to it are modeled directly after center and alley scenes. Some cities may even want to include the city arena within the map.

Here's what it looks like with invisible barriers now placed.

A few more things to note

- All the barriers around the edges start from the ground. Even if a catapult destroys the buildings on the edges, access to the rest of the city is still restricted.
- All of the spawn points are on the ground, don't want problems to occur from a building top catapult
- The defenders naturally have some roof access, including a large group of central buildings. This wasn't specifically planned, but I found it out as I was moving around the city with the scene viewer.
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