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Thread: KoL Mappack V1.0

  1. #1

    Default KoL Mappack V1.0

    These are some maps that I have spent a lot of time on recently in making. The pack includes 22 maps which are not to be considered "normal" maps. Each map has something that you may call "different" or "unique" about it. It is simply a collection of fun and/or (hopefully both) crazy maps. Some of the maps have been play tested (I would like to thank DreadKnight, Mole, Kingydan, Deathrider, and Kay for helping with that), while others haven't. Because of this there are most likely issues with some of the maps. If you notice any problems please tell me so I can fix them with the next release.

    These maps are not recommended for single player. The AI does not know how to play them at all. Come online and find some players with the maps.

    This is a list of known problems:
    1) On the island map men tend to get stuck (cannot be fixed)
    2) Units tend to act funny and sometimes men get stuck around walls (cannot be fixed)
    3) On the Fortress in the Valley map the outer gates do not open (will be fixed in the next update)

    Download
    For VI
    For MTW
    Secondary Mirror
    For VI
    For MTW

    Installation
    1) Download the archive
    2) The archive is self extracting (for those of you without winrar). Simply run the program and it will ask you where to extract the files to
    3) Choose your MTW/VI folder
    C:/Program Files/Total War/Medieval Total War is the default directory
    4) If it asks whether to overwrite savemaps.txt, it doesn't matter whether you do or not.
    5) Go to C:/blah blah/Medieval Total War/Savemaps
    6) Copy and paste the maps (both files, the .jjm and .ini files for each map) into battle/maps in your total war folder

    Playing
    All players who wish to play a map online must have the maps installed. To host a game with the map select it from the list of maps like you normally do.

    List of Maps
    Capture the Flag
    Checkerboard*
    Credits
    City*
    Defender Death Trap*
    Defend the Flags
    Donut
    Fortress in the Valley
    Free For All
    Grand Canyon*
    Hide and Seek*
    Islands*
    King of the Giant $#%*@@! Mountain*
    King of the Hill*
    Maze*
    Peaks and Valleys*
    Sherwood Forest*
    Three Rivers
    Waves*
    Waves2
    Waves3
    WTF

    * Indicates that this map has been play tested online
    NOTE: All maps are recommended playing with restricted camera on and no -ian- (debug mode for MTW which frees the camera)



    Capture the Flag
    This map is meant to be played different than standard MTW games. There are two hills with flags on them, one in the north and one in the south. There are all sorts of obstacles such as hills, trees, valleys, walls, buildings, etc that obstruct players views. The goal is to sneak around and get a unit on your enemies flag. Of course there will have to be rules against babysitting. Such as, you cannot be on the hill that your flag is on, unless your flag is threatened.

    You can try to take their flag by brute force. Or maybe you might try creating distractions, and sneaking your alan mercenary through the valley to pop up and sack the flag. Maybe you might try a little of both. Be careful that you don't leave your own flag so undefended that your opponent can take it by brute force! May the most clever team win!

    Suggested Rules:
    -You may not be on your flag hill unless the flag is actively being threatened
    -Only 16 units per team.
    -Restricted camera and no -ian-


    http://i33.photobucket.com/albums/d6...s/Capture2.jpg



    Checkerboard

    This map has a checker board pattern to it hence the name. Every third dark square has a forest on it and every third has a city tower (they do not shoot). The city towers can be used as obstacles to annoy your opponent (and he can do same to you) and the forest offer cover and ambushes. Also the simple fact that it looks sweet. There really need to be any special rules as standard rules should work.

    http://i33.photobucket.com/albums/d6...s/Checker1.jpg
    http://i33.photobucket.com/albums/d6...s/Checker2.jpg



    Credits
    This is my version of having credits. Written in walls it says, "Maps By DarkKnight"

    Below written in trees it says www.kolclan.kk5.org

    And in the VI version written in stockade it says www.totalwar.co.nr

    You can play games on this map, and it might be...um...interesting to say the least.


    http://i33.photobucket.com/albums/d6...s/Credits2.jpg



    City

    The city map is pretty much a castle only without the towers. You can have a castle style battle on this map without the defenders having the overpowering bonus of having a bazillion towers shooting the enemy. The gate is palaside so it is easy to force open without artillery, so no artillery is required too. If you want to you can get creative with the rules to have fun with it. You could play where the defenders have to keep their farmland safe, or maybe the attackers have to try to burn down all the outlying houses. Use your imagination and be creative.

    http://i33.photobucket.com/albums/d6...nies/City1.jpg
    http://i33.photobucket.com/albums/d6...nies/City2.jpg



    Defender Death Trap
    After making a couple maps, I realized that most of my maps gave advantage to the defenders. So then I decided to make this map which gives every advantage to the attackers. Defend this map to truely test your skills.

    http://i33.photobucket.com/albums/d6.../Defender1.jpg
    http://i33.photobucket.com/albums/d6.../Defender2.jpg



    Defend the Flags
    This map has 9 flags. One where each player deploys and one in the center. The goal is to capture a certain number of flags. A flag is considered under your control if you have a unit on it and your unit is not fighting any enemy. If in your game, you decide on 5 flags, then you win if you capture 5 flags. You start with 4 under your control. So you can race to the center to try to capture that. Or you can gamble that your enemy is sending everything to the center and try to raid one of their flags, while keeping yours well defended. These things aren't as easy to defend as they sound. Each flag is in a hole in the ground so any raiding enemy will have the high ground on you!

    http://i33.photobucket.com/albums/d6...es/Defend1.jpg
    http://i33.photobucket.com/albums/d6...es/Defend2.jpg



    Donut
    This map is what it sounds like. There is a big hole in the center then elevated ground around it, to make the map appear to be a donut.

    http://i33.photobucket.com/albums/d6...ies/Donut1.jpg
    http://i33.photobucket.com/albums/d6...ies/Donut2.jpg



    Fortress in the Valley
    Whoever engineered this castle must have been on drugs at the time. The entire fortress in a deep abyss and there are forests and hill in crucial locations outside the gates. Not to mention that there are 5 different gates which the enemy can choose to attack! The castle is well equipt with two rings, artillery towers on the inner wall, and arrow towers on the outer. However enemy artillery can get quiet a shot from the top of the canyon.

    KNOWN ISSUE: I just did a single player test on this map and the outer gates will not open. I already packaged and uploaded everything before I found this problem. For this release you will just have to blast your way through the wall with your cannons.

    http://i33.photobucket.com/albums/d6.../Fortress1.jpg
    http://i33.photobucket.com/albums/d6.../Fortress2.jpg



    Free For All
    This map is designed for all players to declare war on their allies and have one giant FFA in the center! In VI you cannot team attack so it will just have to be 1 giant slaughter fest in the center between the two teams. But in MTW you can enjoy the 1v1v1v1v1v1v1v1.

    Suggested Rules:
    Players must deploy inside their area. In VI stockade gates set the boundary for this.

    http://i33.photobucket.com/albums/d6...nies/Free1.jpg
    http://i33.photobucket.com/albums/d6...nies/Free2.jpg



    Grand Canyon
    This map is what the title states, a big hole in the middle. A river runs through at the bottom and 3 bridges lead across. In front of the bridges on each side is a hill, and behind the hills are open areas for units to hide out of site of the enemy (and arrow fire). On the attacking side there also are 2 forested ledges on each side of the bridges for shooting from.

    This is different than normal bridge battles. If you can't get across the bridge try feigning a rout with disciplined units behind the hill. The enemy gives chase and runs right into a brick wall! Or...you lose on the bridge battle, fall back to the side of the canyon and rally on the high ground.

    Best played with restricted camera and no -ian-

    http://i33.photobucket.com/albums/d6...es/Canyon1.jpg
    http://i33.photobucket.com/albums/d6...es/Canyon2.jpg



    Hide and Seek
    This map has lots of valleys. The valleys are networked together in paths. This map is one that would be almost pointless to play without special rules. You can play however you want, but these are the rules that I had in mind while creating the map.

    Suggested Rules:
    -Do not go up a valley when there is a wall above it. With the hills it is impossible to create a perfect wall, so there are holes and discontinuations everywhere in them. Use common sense, if there is a wall, do not try to go up the valley near it. By going up the valley, I meant taking a unit up the side of the hill.
    -However this does not mean do not go up all valley sides. If there is no nearby you may. You get range and combat bonus for the high ground, plus MUCH more importantly longer a better view.
    -Where ever there are RED flags this is a place that I specifically meant for you to climb the valley side or for you to run down the valley side. If you notice most of these areas, the valley side isn't as high and the slope is gentler.
    -Where there are forests these are what I thought would be great ambush points.
    -The WHITE flags are where each player should deploy.
    -The line of trees on the valley floor is the most direct rout from the two bases.
    -There is no attacker and no defender, both teams set out to kill each other and set up ambushes.
    -Only use cavalry and horse archers. This brings the stealth aspect into the game. You can snipe and run with your horse archers. Decoy the enemy then charge your cav into their flank. And much more.
    -USE RESTRICTED CAMERA. And if you are in MTW make sure no one has -IAN- on. This pretty much just ruins the game. In this map scouting is vital, while at the same time remaining invisible to your enemy until its time to strike.
    -V1.0 added tents to make it even clearer which walls you CANNOT EVER go over the top.
    -And after play testing I would like to make it even clearer that the point is to travel on the valley floor then move up on the valley wall to set your ambushes. It is hard to control units in this mannor, as the AI heads in a straight line to the point you click. Use way points to help navigate units. Also might be a good idea to limit units per player to about 8 to make things more manageable.

    http://i33.photobucket.com/albums/d6...es/Hide1-1.jpg
    http://i33.photobucket.com/albums/d6...es/Hide2-1.jpg



    Islands
    There are 8 islands, one where each player would deploy in a 4v4. Each teams islands are connected directly by a landbridge. Then there is a network of land bridges leading to the enemy. There are two chokepoints on the map that the defenders should hold. The attackers then have access to a couple points where they can bring archers to snipe on the enemy waiting at those chokepoints.

    BE CAREFUL MOVING UNITS. The game does not like units moving around close to water. If you are not careful the next thing you know half of a unit is stuck somewhere. It is inevitable that you will lose a couple of men, just be careful to minimize this bug. There is nothing I can do to get rid of it on this map.

    Suggested Rules:
    -Players must deploy on their island with a flag on it
    -Only 8 units per person. The islands get crowded, and the more units the more likely the bug will occur.

    http://i33.photobucket.com/albums/d6...s/Islands1.jpg
    http://i33.photobucket.com/albums/d6...s/Islands2.jpg



    King of the Giant !#@$%&* Mountain
    The name says it all. There is an enormous hill in the center of the map. You can try to race up to the top, or intercept your foes before they make it. There is a path that winds around the mountain that has the gentlest slope. Beware, you might encounter your enemies on it.

    Suggested Rules:
    -All players deploy below the flags


    http://i33.photobucket.com/albums/d6...ies/Giant2.jpg



    King of the Hill
    There is a large hill in the center and flat land around it. On the side there is a forest which might offer some cover if you get beat to the hill.

    Suggested Rules:
    -No one deploys on the hill

    http://i33.photobucket.com/albums/d6...nies/King1.jpg
    http://i33.photobucket.com/albums/d6...nies/King2.jpg



    Maze
    This map has a bunch of walls that form a maze. Its not that hard to solve the maze but getting through it can be! Well positioned archers can make pin cussions of the enemy before they reach you. Both the attackers and defenders have strategic positions to place archers built into the map. This includes hills and forests strategically positioned. Originally there was a gate on the western path that dead ends right away, but the game doesnt let gates function unless they are closed off areas (ie a castle). If you close it off there with 2 gates, the gates work but then the defenders have to start between them and the attackers can deploy anywhere else.

    Horse archers and longbows may be worth their weight in gold on this map.

    Suggested Rules:
    -No one can deploy in the maze. Flags mark off the beginning of the maze.


    http://i33.photobucket.com/albums/d6...es/Maze2-1.jpg



    Peaks and Valleys

    This map features a whole bunch of mountain peaks with valleys between them. In the valleys are also tree for ambushes. Travel in the valleys for stealth and then camp on your favorite hill. Be aware that none of the hills are big enough for 4 players. So you will have to divide or be extremely cramped.

    Best played with restricted camera and no -ian-

    http://i33.photobucket.com/albums/d6...ies/Peaks1.jpg
    http://i33.photobucket.com/albums/d6...ies/Peaks2.jpg



    Sherwood Forest
    As the name implies this map is just forest. It is flat with trees on the entire map. This provides for a lot of ambushing and chaos.

    Restricted camera and no -ian- is recommended

    http://i33.photobucket.com/albums/d6.../Sherwood1.jpg
    http://i33.photobucket.com/albums/d6.../Sherwood2.jpg



    Three Rivers
    This map originally was what the name implied. It had three rivers running east west. One on the attacking side, one on the defending side, and one in the middle. The carnage would take place in the middle. When one side loses they can fall back to the bridge behind them.

    However, anyone who has ever played with the map editor knows the game does not like bridges. When I first made the map, it placed all 3 bridges on one of the rivers. So then my solution was to make the river wind around (go all the way to the other side of the map, head north, then come back, head north again, and head back). However that produced an unpredictable effect. It made all three bridges stretch out from the north bank of the river to the south most bank. So my solution is what it is now.

    The river zig zags through and there is a bridge on each segment. Walls run east west where I wanted the river to continue. The basic principle of the map still remains the same.

    http://i33.photobucket.com/albums/d6...s/Bridges1.jpg
    http://i33.photobucket.com/albums/d6...s/Bridges2.jpg



    Waves

    This map features a bunch of hills in waves (see screenshot). This allows players to send cav to fairly easily to their allies without their enemy seeing it. Just make sure when the melee begins you are on a hill not a valley!

    Best played with restricted camera and no -ian-

    http://i33.photobucket.com/albums/d6...ies/Waves1.jpg
    http://i33.photobucket.com/albums/d6...ies/Waves2.jpg



    Waves2
    This is the same map as Waves only this time the waves go north to south. Watch your flank! Your enemy may be sneaking cav behind you in one of the valleys!

    http://i33.photobucket.com/albums/d6...es/waves21.jpg
    http://i33.photobucket.com/albums/d6...es/Waves22.jpg



    Waves3
    Yet another waves map. This time the waves go diagonally, which results in a bunch of bumps.

    http://i33.photobucket.com/albums/d6...es/Waves31.jpg
    http://i33.photobucket.com/albums/d6...es/Waves32.jpg



    WTF
    This map is named as it is because that is the first thing you will say when you see this map. The map is simply cluttered with random stuff in random places.

    http://i33.photobucket.com/albums/d6...enies/wtf1.jpg
    http://i33.photobucket.com/albums/d6...enies/wtf2.jpg

  2. #2
    Civitate
    Join Date
    Jul 2005
    Location
    Scotland
    Posts
    13,565

    Default Re: KoL Mappack V1.0

    Very nice! good work, its good to see MTW still getting attention by the modders.
    Under the patronage of Rhah and brother of eventhorizen.

  3. #3

    Default Re: KoL Mappack V1.0

    Not sure if anyone here likes these, but it is up to version 1.2 with a 1.3 soon to come. This update fixes many problems and adds tons more maps. If anyone here wants me to keep TWC updated when I release a new version please give some feedback, otherwise I will just stick with the clan forums. One final note, do not even attempt to play most of these maps against the AI. Don't be shy log onto to multiplayer and find someone with the mappack (if you see a KoL they will be bound to have it).

    Download
    MTW Click me
    VI/NTW Click me

    To install just run the exe file and extract the files to the battle/maps folder in your mtw/vi folder. NOT the savemaps folder, the battle/maps folder.

    Click here for additional support
    Last edited by DarkKnight; July 31, 2006 at 11:28 AM.

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