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Autor Thema: Half-castle Map Contest  (Gelesen 237 mal)

The_Necromancer0

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Half-castle Map Contest
« am: 11. Okt 2025, 17:33 »
Greetings, companions of Edain!

To celebrate this release, we are organizing a map contest centered around one of the new features included with this patch. This contest will run for 5 weeks starting from today and will focus on this new feature called half-castles. As previously stated, half castles are a mix of castles and camps. They have the defensive capabilities of a castle whether that means the walls, the gates, the wall upgrades and other defensive plots. However, they have the same number of plots as camps, 6 for most factions, 4 for Lorien and 3 for the Misty Mountains. Most importantly, the back area of each half-castle is left completely undefended. They are not closed off by walls or defensive plots, and the citadel is exposed right on the border.


We believe that this can create interesting potential for maps. Due to how the game works, camps and castles cannot be placed closed to each other or close to natural features. They must always be placed on flat ground with space around for the unpacking process. With half castles, you can instead combine half-castles with natural features or other half castles, opening up the type of maps that you can create. This is similar to the way that many of the LotR castles were, not perfect circles but rather partially embedded in natural features such as Minas Tirith, Helm's Deep, Minas Morgul, Isengard and many more.


Rules
  • You may work collaboratively on the map.
  • The map should be your own creation as much as possible.
  • You must only use assets from the mod, you cannot add new assets or use assets from other mods.
  • You are allowed to make map.ini modifications.
  • The map's height should be the standard Edain map height of 533.
  • Your map should make use of the new half-castles prominently.
  • You may ask for help when creating your map. A good place to ask is the #modding-workshop channel.

Registration
If you're interested, read through the rules carefully and feel free to reach out in the discord or on the forums if you have any questions about the map contest. Send the following to @officialNecro on Discord, MU or ModDB. This information is not final, you may change the map name and description freely after registration. This is just so we get a basic idea of what you plan to do and offer some feedback. Registration will not close until the date of the final submission on the 13th of December.
  • Map name: Don't forget to include if this will be an Arnor, Belfalas, Horde, Mission, Exploration, etc…. Keep it to a max of 30 characters.
  • Map description: This is mostly fluff, in the final version it should include precise information like creep lairs, starting points, size and expansion points.
  • Map concept: Tell us what you're thinking about, so we can potentially provide a few pointers. This can include a picture of the basic layout.
  • Map region: What region of Middle-earth is your map located in? Below is a list of map regions that would be interesting to consider.

Voting Process
Maps that have been finished and are similar to the quality of other Edain maps will be entered into the voting phase. There will be two winners. One winner will be voted on by the community and one winner will be voted on by the mod team. If the winners are the same, then the second place from the community vote will be declared the community winner. The mod team will judge the maps based on the following loose set of criteria and based on how much they like each map:
  • Layout: How interesting the layout is. Consider the symmetry or asymmetry of the design and how it impacts gameplay.
  • Texturing: The diversity of the texturing and the quality (no rough edges, no obvious repeating).
  • Concept: How good the map is at fulfilling its concept:
    • If it’s a Horde map, are the enemies varied and the difficulty increasing?
    • If it’s a Mission map, is the story interesting and does it flow well?
    • If it’s a skirmish map, is it balanced with equivalent amount of creeps, plots and expansions?
    • If it’s any other type of map, we will endeavor to evaluate based on uniqueness and how well the gameplay flows
  • Props: Are props used in an interesting way to give the map more life?
  • Atmosphere: How well does the map match with the area of Middle-earth you selected?

Reward
Both the winner of the community vote and the winner of the team vote will be included in the Edain Mod once the map is in a finished state. We reserve the right to make changes to the map to ensure this. The name and description may be altered slightly to fit in with the rest of the mod. A line in the description will give credit to the creator and their name will be added to the Edain Mod credits file. The maps will get individual showcases on the Edain YouTube channel.

Disclaimer! The two maps will be kept in the Edain mod unless they break due to future patches of Edain. If they break, the mod team will attempt a simple fix. If a simple fix is not enough, we will reach out to the map creator to give them an opportunity to send a fixed version. If no new version is sent, the map will be removed in the next version of the map with the possibility of being re-added once fixed.

Timeline
  • Today -> Announcement
  • 3 weeks -> First draft phase.  At the end of the 2 weeks, participants will be asked to send a first draft. This is to gauge progress and provide feedback.
  • 6 weeks -> Final submissions. During that time you may request feedback by posting about your map.
  • 9 days -> Voting phase
  • Winners announced


Mapping Resources
Mapping in Edain can be a challenge if you aren't familiar with it. Below, we have gathered a list of tutorials that should help you get started. As always, if you have questions or run into issues, we recommend opening a thread in #modding-workshop on discord or on the forums where people can help you.

Below listed the name of the new half castle objects. They are all available in the worldbuilder under the Flags > MISC_MAN_MADE tab:
  • HalfCastlePlotFlag
  • HalfCastlePlotFlagS
  • HalfCastlePlotFlagW
  • HalfCastlePlotFlagN
  • HalfCastlePlotFlagE
  • HalfCastlePlotFlagSE
  • HalfCastlePlotFlagSW
  • HalfCastlePlotFlagNW
  • HalfCastlePlotFlagNE

These object offer multiple orientations to avoid having to rotate them as much as possible.

Additionally, it is important to know that if you plan to place two castles against each other the gap between the two must be exactly 200 units. This ensures that the end pieces of each wall connect perfectly.

Selecting a Region
We want the map to be located in Middle Earth. To show you that there are still lots of places in Middle Earth not yet used, we’ve created a list of unused places from Rohan and Mordor. You can of course use a place from another region.
The places are divided into 3 categories:
1) Place and name as described by Tolkien; can be enriched with Edain canon in the info texts.
2) Place as described by Tolkien, the name was invented; can be enriched with Edain canon in the info texts.
3) Place created in order to enrich the Edain canon

Unused Places in Rohan

Unused Places in Mordor
« Letzte Änderung: 12. Okt 2025, 23:26 von The_Necromancer0 »
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Halbarad

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Re: Half-castle Map Contest
« Antwort #1 am: 13. Okt 2025, 18:08 »
Greetings, Companions of Edain!

Following the first announcement, we’d like to share some additional information:
1. We have extended the deadline for submitting the final version of the map to December 13, which corresponds to a total of 9 weeks for mapping.
2. We have updated the files in the All-in-One Launcher. The Worldbuilder now automatically includes the 4GB patch, which makes it more crash-resistant. If your Worldbuilder still causes issues, we recommend checking the Wiki for entries on tips, common problems, and their solutions — or contacting us directly.
3. Information on how to build half-castles near mountains and rivers, and how to design the beautiful team fortresses, summarized in two images:




4. Blueprint Map
To make it easier to get started with mapping, we have prepared a template map that can be used so that you can focus directly on the map design. The teams are already set up here, and relevant objects such as settlements, outposts, creeps, and waypoints for Gollum are already placed and just need to be copied and moved to the right position. Starting Half-Castles and associated waypoints for players 1 to 8 are also already named and just need to be moved into the borders of the map (or deleted if you don't need them). As always: Don't rotate the Half-Castle, replace them with other orientations if nessecary. In the map scripts, you will also find a template for a script that ensures that the player or AI starts directly with a double half-fortress. The additional files contain the map.ini files for generic maps and maps with Belafals or Arnor. The readme.txt file contains further explanations.

Download the Blueprint Map here