Seaborn is a level for the Fortification Mapping Contest that is currently under development by several students of the Computer Visualisation and Animation course at Bournemouth University. Our aim is to succeed at creating an incredibly fun, visually stunning and sparklingly polished level that does justice to the ambitious ideas of it’s creators in regards to both game play and visuals. This is our first level for Chivalry and as such we will be relying heavily on the feedback of the community, particularly in regards to game play. We need your help to produce the best level that we are capable of, and to produce a level that we hope will someday sit alongside the official maps created by the incredible Chivalry team.
Premise
The Agatha fleet presides in a secluded harbour overlooked by a little known but beautifully preserved ancient city built into the rocks that surround it. The Mason order have been tipped off that for the last few months King Argon’s flagship – the likes of which has never sailed the seven seas – is also at rest here, watched over by the looming cliffs and turrets that have protected the secrets of powerful men since before the recording of time. With this new found information, the Mason Order have concocted a plan that will allow them to commandeer this beast of the ocean, whilst also doing untold damage to the Agatha fleet and port.Unless they are stopped.
Forcibly.
Quick Overview:
-Objective 1- Navigate gunpowder cart through caves
-Objective 2- Set Agatha Fleet and Key Strategic Buildings in cliffside town Ablaze
-Objective 3- Sail downriver through a rocky cliff passage, open sea gate and escape to open water.
Objective 1
The Mason order must attempt to navigate a network of sea caves that will lead them out into the middle of the Agatha Harbour City. No one knows whether the caves are manmade or natural, only that they are full of secrets and ancient treasures. With them the Mason forces must bring a cart full of gunpowder and explosives, so that they can lay waste to the Agatha fleet.It is the job of the Agatha Knights to prevent this at all costs, luckily, due to an age of superstition and wariness, lookouts have never left their posts in the caves. Giving the Agatha forces ample time to respond to this unexpected threat.
Objective 2
Should the Mason Order succeed in their traversal of this subterranean land of stalactite forests, they must set ablaze everything in their path, including the Agatha fleet and key strategic buildings on route to King Argon’s Flagship.Agatha men must attempt to stop this by raining arrows down from the rooftops, and jumping down to deal death from above upon their unsuspecting enemies. Prepared for every eventuality, the city is rigged with traps and pitch that can be activated to cut off key routes temporarily, funnelling the towns assailants towards more favourable battlefields for the defenders.
Objective 3
The Mason Order have so far succeeded in their mission, and must now escape with their prize. Below decks a steady drum begins to beat as the now Mason owned flagship makes it’s way towards open water’s and escape. The more Mason men aboard the ship there are, the more incentivized the slaves are too row to their full potential, for fear of a cracked whip or a boot to the head. As if this wasn’t enough, the Mason Order must also open a sea gate that bars their way to freedom.On the flip side of the coin, the more Agatha men there are aboard the ship, the more likely the slaves are too slow down or stop rowing altogether, preventing the escape of the Mason Order.As the ship makes it’s steady progress downstream, with cliffs looming on each side, both the Agatha Knights and the Mason Order must do battle upon the boat and the cliffside paths that overlook it, in their war for supremacy over the vessel.For the Mason Order, defeat means death, for the Agatha Knights, the loss of Argon’s prized battleship means a fate much worse.
So…
That’s the basics. We will be uploading content regularly, including concept art, layout sketches, 3D models in progress, and of course updates on the actual Level itself. We would all love you to rip us and our ideas to shreds, so that we may build ourselves up stronger with your help. As soon as we have something playable we will upload it to steam workshop and try to get it onto the official server. But until then, criticise our ideas, make suggestions, and generally help us to be the best we can be. We will be eternally grateful!
Progress so far:
– 2D Layout is completed
– First piece of concept art has been completed
– 3D Flagship is being modelled
– work on the Cave network has begun
– Concept art is being produced at a steady rate
– Level is being worked on in the Chivalry Editor
– Core Landscape and materials are being created
We are looking forwards to hearing from people!