Torn Banner is partnering with Epic Games, Steam, Nvidia, and Logitech to bring you: FORTIFICATION: a mapping contest for the Team Objective mode in Chivalry: Medieval Warfare.
With prizes totaling more than $25,000 and a chance to have your custom Team Objective map integrated as official Chivalry content, its a great chance for you to flex your creative muscle, and be rewarded for it. For those interested in more than glory, $10,000 will be awarded to the best map of the lot, with other prizes for the runner ups.
In fitting with the world of Chivalry, the theme will be focused around Medieval Times. So, if you think you've got what it takes to be the greatest architect in all the land, Read on! and prepare yourself…
First Round Prizes!
1st Prize $1000
Logitech G510s Gaming Keyboard
Logitech G602 Wireless Gaming Mouse
Epic Games Gear Bundle
2nd Prize $800
Logitech G13 Gaming Keyboard
Logitech G240 Gaming Surface
Epic Games Gear Bundle
3rd Prize $700
Logitech G13 Gaming Keyboard
Epic Games Gear Bundle
4th $600
Epic Games Gear Bundle
5th $500
Epic Games Gear Bundle
The first round of the contest will run for two months. In addition to the above cash prizes, we will be rewarding those who place in the top 5 with Epic Game Prize Bundles!
Final Round
Bigger rewards and more exposure
Gold Prize $10,000
NVIDIA GEFORCE GTX 780 TI + NVIDIA SHIELD
Logitech G710+ Mechanical gaming Keyboard
Logitech G700 Gaming mouse
Logitech G440 hard gaming mouse pad
Silver Prize $5,000
NVIDIA GEFORCE GTX 780 TI
Logitech G710+ Mechanical gaming Keyboard
Logitech G700 Gaming mouse
Logitech G440 hard gaming mouse pad
Bronze Prize $2,500
NVIDIA SHIELD
Logitech G510s Gaming Keyboard
Logitech G602 Wireless Gaming Mouse
Logitech G240 Gaming Surface
DEADLINE - JUNE 31ST
The second and final round of the contest will run for another full 2 months. It will include entries previously submitted for the first round of the contest as well as newly submitted entries. The Gold Prize winner will take home $10,000, an NVIDIA GEFORCE GTX 780 TI, an NVIDIA SHIELD, and an armload of Logitech accessories!
Torn Banner is partnering with Epic Games, Steam, Nvidia, and Logitech to bring you: FORTIFICATION: a mapping contest for the Team Objective mode in Chivalry: Medieval Warfare.
With prizes totaling more than $25,000 and a chance to have your custom Team Objective map integrated as official Chivalry content, its a great chance for you to flex your creative muscle, and be rewarded for it. For those interested in more than glory, $10,000 will be awarded to the best map of the lot, with other prizes for the runner ups.
In fitting with the world of Chivalry, the theme will be focused around Medieval Times. So, if you think you've got what it takes to be the greatest architect in all the land, Read on! and prepare yourself…
First Round Prizes!
1st Prize $1000
Logitech G510s Gaming Keyboard
Logitech G602 Wireless Gaming Mouse
Epic Games Gear Bundle
2nd Prize $800
Logitech G13 Gaming Keyboard
Logitech G240 Gaming Surface
Epic Games Gear Bundle
3rd Prize $700
Logitech G13 Gaming Keyboard
Epic Games Gear Bundle
4th $600
Epic Games Gear Bundle
5th $500
Epic Games Gear Bundle
The first round of the contest will run for two months. In addition to the above cash prizes, we will be rewarding those who place in the top 5 with Epic Game Prize Bundles!
Final Round
Bigger rewards and more exposure
Gold Prize $10,000
NVIDIA GEFORCE GTX 780 TI + NVIDIA SHIELD
Logitech G710+ Mechanical gaming Keyboard
Logitech G700 Gaming mouse
Logitech G440 hard gaming mouse pad
Silver Prize $5,000
NVIDIA GEFORCE GTX 780 TI
Logitech G710+ Mechanical gaming Keyboard
Logitech G700 Gaming mouse
Logitech G440 hard gaming mouse pad
Bronze Prize $2,500
NVIDIA SHIELD
Logitech G510s Gaming Keyboard
Logitech G602 Wireless Gaming Mouse
Logitech G240 Gaming Surface
DEADLINE - JUNE 31ST
The second and final round of the contest will run for another full 2 months. It will include entries previously submitted for the first round of the contest as well as newly submitted entries. The Gold Prize winner will take home $10,000, an NVIDIA GEFORCE GTX 780 TI, an NVIDIA SHIELD, and an armload of Logitech accessories!
Increase feint time (time between starting a feint and returning to idle) to 0.5s for combo feints for all weapons (from the default feint time, which varies by weapon from 0.2s to 0.4s)
<span style="color: #ff8c00;">Animation</span>
Improved physics asset for flail
Revamped flail's animations
Switched flail's shield to the Heater
<span style="color: #ff8c00;">Map fixes</span>
Fixed bell audio in Tavern
Fixed outhouse sounds not activating
Fixed various collision bugs reported on the official forums.
Fixed an exploit allowing players to access the area by the cow.
Strip the player of weapons and place pickupable weapons in LTS-Gladiator
add Ticket-based spawning system to any map with AOCTO-Ticket-based
New materials and example material setups for SDK users
stone and masonry master material:
master material is in UDKGame\CookedPC\AOC\Environments\Material\CHVMaterialPack.upk
example scene is in UDKGame\ContentSDK\ExampleMaps\AOCFFA-1-MaterialExamples.udk
New assets for SDK users
Rocks and foliage from DW
Several other assets
Add AOCTO-SDK_Asset_Showcase map which shows off several new SDK assets
<span style="color: #ff8c00;">SDK changes</span>
Important: Use the 'server' commandlet on client files to host SDK test servers: it doesn't do map verification and whatnot, and will work with files that aren't uploaded. Use the dedicated server tool to host public servers
Let mods override gamemode in the server browser (ModeDisplayString in AOCGame.uc. Note that you're limited to 62 characters with ModDisplayString and ModeDisplayString combined; that's probably more than can fit in the server browser anyways, though)
Automatically add SDK persistent maps to maplist (unless bDontAddSdkMapsToMapList is true, in PCServer-UDKGame.ini under [AOC.AOCGame])
Even if SDK maps aren't in the maplist, as long as they're verified as valid allow changing to them
Added sockets to gore meshes (for the sake of mods that might want to make gore meshes playable)
Added script-driven pawn movement (for the sake of mods); set an AOCPawn to PHYS_Custom and event PerformCustomPhysics will fire every tick instead of having native code process movement
Allow on-the-fly AOCPawn model switching (e.g. by changing AOCPawn.PawnInfo.myCustomization.Character) without breaking the anim tree (mods may want to use this; we'll be setting up Kismet nodes for maps to use this later)
We've reverted the change reducing the bubble size that was in earlier beta versions of this patch; we don't want to set live a half-finished change to a mechanic that fundamentally alters the game like this, so we're going to beta test this a bit more.
Increase feint time (time between starting a feint and returning to idle) to 0.5s for combo feints for all weapons (from the default feint time, which varies by weapon from 0.2s to 0.4s)
<span style="color: #ff8c00;">Animation</span>
Improved physics asset for flail
Revamped flail's animations
Switched flail's shield to the Heater
<span style="color: #ff8c00;">Map fixes</span>
Fixed bell audio in Tavern
Fixed outhouse sounds not activating
Fixed various collision bugs reported on the official forums.
Fixed an exploit allowing players to access the area by the cow.
Strip the player of weapons and place pickupable weapons in LTS-Gladiator
add Ticket-based spawning system to any map with AOCTO-Ticket-based
New materials and example material setups for SDK users
stone and masonry master material:
master material is in UDKGame\CookedPC\AOC\Environments\Material\CHVMaterialPack.upk
example scene is in UDKGame\ContentSDK\ExampleMaps\AOCFFA-1-MaterialExamples.udk
New assets for SDK users
Rocks and foliage from DW
Several other assets
Add AOCTO-SDK_Asset_Showcase map which shows off several new SDK assets
<span style="color: #ff8c00;">SDK changes</span>
Important: Use the 'server' commandlet on client files to host SDK test servers: it doesn't do map verification and whatnot, and will work with files that aren't uploaded. Use the dedicated server tool to host public servers
Let mods override gamemode in the server browser (ModeDisplayString in AOCGame.uc. Note that you're limited to 62 characters with ModDisplayString and ModeDisplayString combined; that's probably more than can fit in the server browser anyways, though)
Automatically add SDK persistent maps to maplist (unless bDontAddSdkMapsToMapList is true, in PCServer-UDKGame.ini under [AOC.AOCGame])
Even if SDK maps aren't in the maplist, as long as they're verified as valid allow changing to them
Added sockets to gore meshes (for the sake of mods that might want to make gore meshes playable)
Added script-driven pawn movement (for the sake of mods); set an AOCPawn to PHYS_Custom and event PerformCustomPhysics will fire every tick instead of having native code process movement
Allow on-the-fly AOCPawn model switching (e.g. by changing AOCPawn.PawnInfo.myCustomization.Character) without breaking the anim tree (mods may want to use this; we'll be setting up Kismet nodes for maps to use this later)
We've reverted the change reducing the bubble size that was in earlier beta versions of this patch; we don't want to set live a half-finished change to a mechanic that fundamentally alters the game like this, so we're going to beta test this a bit more.
We've reverted the change reducing the bubble size that was in earlier beta versions of this patch; we don't want to set live a half-finished change to a mechanic that fundamentally alters the game like this, so we're going to beta test this a bit more.
<font color="#ff8c00">Beta 4 changes</font>
Revamped flail's animations
Switched flail's shield to the Heater
Updated SDK assets and AOCTO-SDK_Asset_Showcase map
Added sockets to gore meshes (for the sake of mods that might want to make gore meshes playable)
Added script-driven pawn movement (for the sake of mods); set an AOCPawn to PHYS_Custom and event PerformCustomPhysics will fire every tick instead of having native code process movement
Allow on-the-fly AOCPawn model switching without breaking the anim tree (mods may want to use this; we'll be setting up Kismet nodes for maps to use this later)
<font color="#ff8c00">Beta 3 changes</font>
Fixed various collision bugs reported on the official forums.
Fixed an exploit allowing players to access the area by the cow.
Increase feint time (time between starting a feint and returning to idle) to 0.5s for combo feints for all weapons (from the default feint time, which varies by weapon from 0.2s to 0.4s)
NVIDIA Surround: fix issue where GUI breaks when in "surround" but in a non-surround resolution; add additional logging for debugging
Eyefinity: including missing DLLs
Add console commands to get the server's map rotation, available SDK maps, and mod name (GetServerSdkMaps, GetServerRotation, GetServerMod)
<font color="#ff8c00">Beta 2 changes</font>
Add AOCTO-SDK_Asset_Showcase map which shows off several new SDK assets
Improved physics asset for flail
Fixed flail animations (issue introduced in Beta 1)
Fixed everyone using MAA's voice (issue introduced in Beta 1)
Fixed bell audio in Tavern
Fixed outhouse sounds not activating
Fixed SDK Castle Builder's arch's trim
<font color="#ff8c00">Gameplay</font>
Reduced radius of the "bubble" (enemy-collision-only collision cylinder) by 60%
Strip the player of weapons and place pickupable weapons in LTS-Gladiator
add Ticket-based spawning system to any map with AOCTO-Ticket-based
New materials and example material setups for SDK users
stone and masonry master material:
master material is in UDKGame\CookedPC\AOC\Environments\Material\CHVMaterialPack.upk
example scene is in UDKGame\ContentSDK\ExampleMaps\AOCFFA-1-MaterialExamples.udk
New assets for SDK users
Rocks and foliage from DW
<font color="#ff8c00">SDK changes</font>
Let mods override gamemode in the server browser
Automatically add SDK persistent maps to maplist (unless bDontAddSdkMapsToMapList is true, in PCServer-UDKGame.ini under [AOC.AOCGame])
Even if SDK maps aren't in the maplist, as long as they're verified as valid allow changing to them
NB: Use the 'server' commandlet on client files to host SDK test servers: it doesn't do map verification and whatnot, and will work with files that aren't uploaded. Use the dedicated server tool to host public servers
We've reverted the change reducing the bubble size that was in earlier beta versions of this patch; we don't want to set live a half-finished change to a mechanic that fundamentally alters the game like this, so we're going to beta test this a bit more.
<font color="#ff8c00">Beta 4 changes</font>
Revamped flail's animations
Switched flail's shield to the Heater
Updated SDK assets and AOCTO-SDK_Asset_Showcase map
Added sockets to gore meshes (for the sake of mods that might want to make gore meshes playable)
Added script-driven pawn movement (for the sake of mods); set an AOCPawn to PHYS_Custom and event PerformCustomPhysics will fire every tick instead of having native code process movement
Allow on-the-fly AOCPawn model switching without breaking the anim tree (mods may want to use this; we'll be setting up Kismet nodes for maps to use this later)
<font color="#ff8c00">Beta 3 changes</font>
Fixed various collision bugs reported on the official forums.
Fixed an exploit allowing players to access the area by the cow.
Increase feint time (time between starting a feint and returning to idle) to 0.5s for combo feints for all weapons (from the default feint time, which varies by weapon from 0.2s to 0.4s)
NVIDIA Surround: fix issue where GUI breaks when in "surround" but in a non-surround resolution; add additional logging for debugging
Eyefinity: including missing DLLs
Add console commands to get the server's map rotation, available SDK maps, and mod name (GetServerSdkMaps, GetServerRotation, GetServerMod)
<font color="#ff8c00">Beta 2 changes</font>
Add AOCTO-SDK_Asset_Showcase map which shows off several new SDK assets
Improved physics asset for flail
Fixed flail animations (issue introduced in Beta 1)
Fixed everyone using MAA's voice (issue introduced in Beta 1)
Fixed bell audio in Tavern
Fixed outhouse sounds not activating
Fixed SDK Castle Builder's arch's trim
<font color="#ff8c00">Gameplay</font>
Reduced radius of the "bubble" (enemy-collision-only collision cylinder) by 60%
Strip the player of weapons and place pickupable weapons in LTS-Gladiator
add Ticket-based spawning system to any map with AOCTO-Ticket-based
New materials and example material setups for SDK users
stone and masonry master material:
master material is in UDKGame\CookedPC\AOC\Environments\Material\CHVMaterialPack.upk
example scene is in UDKGame\ContentSDK\ExampleMaps\AOCFFA-1-MaterialExamples.udk
New assets for SDK users
Rocks and foliage from DW
<font color="#ff8c00">SDK changes</font>
Let mods override gamemode in the server browser
Automatically add SDK persistent maps to maplist (unless bDontAddSdkMapsToMapList is true, in PCServer-UDKGame.ini under [AOC.AOCGame])
Even if SDK maps aren't in the maplist, as long as they're verified as valid allow changing to them
NB: Use the 'server' commandlet on client files to host SDK test servers: it doesn't do map verification and whatnot, and will work with files that aren't uploaded. Use the dedicated server tool to host public servers
<blockquote class="postcontent restore "> <b><font color="#ff8c00">Changes</font></b> <ul><li style="">Potential protection against spawning "ghosts" when players are undergoing seamless transition between Workshop maps</li><li style="">Fix loading screen jamming up on the screen when timing out between Workshop map transitions</li><li style="">Fix customization not working from frontend</li><li style="">Add changelist number to main menu</li><li style="">Fix issues where users would all be found to be "beginners" and all get the beginner servers at the top of their browser</li><li style="">Fixed sublevel issues causing duplicate meshes in FFA-Moor</li><li style="">Because we still don't have maxsoundnodechildren exposed in GUI: ease GPU memory requirements even more, CPU slightly (3GB users get thrown into bucket 2 instead of bucket 1)</li><li style="">Fix crash when trying to extract an empty .cmwsdk file</li><li style="">New error message in the WorkshopUploadTool if missing a GUID</li></ul><br> <b><font color="#ff8c00">Servers</font></b> <ul><li style="">Start the server with, e.g. <ul><li style="">-sdkfileid=<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=202422398" target="_blank">202422398</a></li></ul> (add as many as you need); when the server starts, it will auto-download the files specified</li><li style="">All .cmwsdk files, whether specified with that command line switch or not, are checked for updates (and updated if necessary) when starting the server</li><li style="">Server valid file verification improved, should automatically delete and bypass invalid .cmwsdk files</li></ul> <b><font color="#ff8c00">Maps</font></b><br> <ul><li style="">Battlegrounds<br> <ul><li style="">Smoothed the Hill by Mason Spawn.</li><li style="">Improved Market Collision</li><li style="">Fixed Collision by Catapult Bridge.</li><li style="">Fixed collision near mason spawn ballista.</li></ul><br></li><li style="">Citadel<br> <ul><li style="">Fixed collision errors by ramp in front of upper level cages</li></ul><br></li><li style="">Moor<br> <ul><li style="">Fixed duplicate meshes in the persistant level on FFA variant</li></ul><br></li><li style="">Stoneshill<br> <ul><li style="">Fixed an exploit in the barracks allowing players to leave the play space</li></ul><br></li><li style="">Tavern<br> <ul><li style="">Fixed trigger volumes colliding with fists</li></ul></li></ul> </blockquote>
Potential protection against spawning "ghosts" when players are undergoing seamless transition between Workshop maps
Fix loading screen jamming up on the screen when timing out between Workshop map transitions
Fix customization not working from frontend
Add changelist number to main menu
Fix issues where users would all be found to be "beginners" and all get the beginner servers at the top of their browser
Fixed sublevel issues causing duplicate meshes in FFA-Moor
Because we still don't have maxsoundnodechildren exposed in GUI: ease GPU memory requirements even more, CPU slightly (3GB users get thrown into bucket 2 instead of bucket 1)
Fix crash when trying to extract an empty .cmwsdk file
New error message in the WorkshopUploadTool if missing a GUID