Napoleonic Wars: Official Scening Contest Submissions

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Name as you like it in the game credits: Lannes Mack
Contact information (Preferably steam): Thedon1313


Scene Name: Training_Map

Description: A training map, with those area's:
- Melee
- Pointblanking
- Shooting range
- Announcement-stage
- Artillery
- March-parcour


Supported Gamemodes: Training
Link to topic: http://forums.taleworlds.com/index.php?topic=237479.new#new
Download link: http://www.4shared.com/file/jZJKsWrT/scn_mp_schemmerbach.html  ( Thanks to Refleax  :oops: )
Codes as found in scenes.txt:
scn_mp_schemmerbach mp_schemmerbach 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000130010e0e0005fd84000011c60000285b00005cbe
  0
  0
outer_terrain_plain



Screenshots:


Bird-Eye's view:
1z2nn2c.jpg

Melee Training-Part
10r722c.jpg

Shooting Range
260a9sx.jpg

Announcement-Stage
vrrq6e.jpg

Cannon-Range + Respawn
dov1h3.jpg
 
Name as you like it in the game credits: BigMac
Contact information (Preferably steam): m4k336 (Steam ID)

Scene Name: Militia Village
Description: Both factions spawn at opposite sides of the map behind two hillocks that are ideal for defensive/artillery positions. On one side of the map there is a hastily built milita fort which has a cannon and a howitzer, it can be a really good position for the team who gets there first. On the other side there is a small village where I expect most of the fighting to take place as it is also a strong position. In between these two there is a field broken up by a pond with a handful of trees around it.

Download link: http://www.4shared.com/file/QOGmM3jI/scn_mp_militia_village.html

Codes as found in scenes.txt:
Code:
scn_mp_militia_village mp_militia_village 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000130010e0e0005fd84000011c60000285b00005cbe 
  0 
  0 
 outer_terrain_plain

Showcase your map
Birds Eye-View:
mb375.jpg
Others:
mb376.jpg

mb377.jpg

mb378.jpg

mb379.jpg

mb380.jpg

mb381.jpg
 
Name as you like it in the game credits: 8Lr Vampyr
Contact information (Preferably steam): Click me


Information
Scene Name: Olivenza
Description: Two Villages for each spawn, some hills around them , two bridges+one ford  to go over the river, map time is morning.
Supported Gamemodes: Battle
Download link: Click me
Link to topic: Click me *You can find more screenshots there.
Codes as found in scenes.txt:
Code:
scn_mp_arabian_village_conq_morning mp_arabian_village_conq_morning 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000012002a0b20004992700006e54000007fe00001fd2 
  0 
  0 
 outer_terrain_steppe


Screenshots :
birdoverviewyijuo6520g.jpg
spawn181db03msz7.jpg
spawn2yaskwomlfd.jpg
bridge1eq3isv2rbx.jpg
bridge2gzp3bdknu8.jpg
cornfield1ia0sb6uyrg.jpg
 
Name as you like it in the game credits: 69th_LtCol Bezzle
Contact information (Preferably steam): Bezzle86

Information
Scene Name: Fort_Du_Pyrenees
Description: Small Siege map within a mountain pass, defenders have 15 mins to defend from the attackers. The defenders have swivel mounted guns and a small inner fort to defend from, the attackers spawn in two locations, one is in the ruined village with easy access to the boats. The other  is on directly in front of the fort behind the 2 howitzers. This map is ideal for small to medium siege events. You don't have to run forever to get straight into the fighting, the walls are  indestructible so this encourages planning of attacks and defence. there are three ladders and a harbour to attack to gain entry to the fort once inside the portcullis can be activated opening the way to the inner fort.
Supported Gamemodes: Siege
Download link: http://www.mediafire.com/?dxdvd4dc3t82drj
Link to topic: http://forums.taleworlds.com/index.php/topic,237709.0.html

Codes as found in scenes.txt:
256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000023002a1ba0004210900003ca000006a8900007a7b
  0
  0
outer_terrain_plain

Showcase your map
Birds Eye-View:
scaled.php
Others:[/b]
View from village
scaled.php

View from walls
]
scaled.php
Defenders spawn
scaled.php
Attackers spawn
scaled.php
 
Name as you like it in the game credits: CKtheFat
Contact information (Preferably steam): Newman http://steamcommunity.com/id/CKtheFat

Scene Name: Assault on Mayor’s Estate
Description:  A siege map taking place in the center of a European city.  The city's garrison has fallen back to the center of town where the mayor's estate lies somewhat fortified and must take a final stand to repel the invaders.  Attackers must fight their way through the city streets and capture the flag in the wealthy mayor’s mansion. 

Supported Gamemodes:  Siege
Download link: http://dl.dropbox.com/u/19276278/scn_mp_fort_fleetwood.sco
Codes as found in scenes.txt:
Code:
scn_mp_fort_fleetwood mp_fort_fleetwood 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000013000000080064190000041ef00005ae800003c55
  0 
  0 
 outer_terrain_plain

Link to topic:  http://forums.taleworlds.com/index.php/topic,237727.0.html

Showcase your map
Birds Eye-View:


Others:


Attacker's spawn area.  Attackers have two 12-lb cannons, two howitzers, and one mortar.  There are two streets attackers can take to the fort.

The flag area.  Defenders can rain down fire from two floors and shower attackers with grapeshot if the mansion is left uncontested.

Overview of the fort.  There are three ways inside with portcullis gates (breaches aside.)  Defenders can continue to fire at attackers storming through from a variety of ledges in the gardens or from the mansion's windows.

One of the bridge crossings.  Defenders can choose to mount an early defense here if desired.  (Note that it should be impossible to leaves the bridges and traverse the riverside areas.)

Note:  Although I consider the map completed, I may tweak it based on feedback I hope to receive from the 51st or anyone else willing to test the map out.
 
I have added the latest submissions to the list.

Keep up the good work and thanks for all the support you have shown us so far!
 
Template
Name as you like it in the game credits: Gokiller
Contact information (Preferably steam): miketensen

Information
Scene Name: Snowy Bridge - (optional (?))
Description: Small map, with a small village on the side, two 12 pounders on each side, an flanking forrest, a destroyable bridge, and a crossabble river on several places. Both sides have one house.
Supported Gamemodes: Battle
Download link: http://www.mediafire.com/file/jaq4444u41k459d/scn_mp_russian_village.sco
Codes as found in scenes.txt:
Code:
scn_mp_russian_village mp_russian_village 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001300389800003a4ea000058340000637a0000399b 
  0 
  0 
 outer_terrain_snow
Link to topic: http://forums.taleworlds.com/index.php?topic=236145.new#new

Showcase your map
Birds Eye-View:
66115729C7F388BBA3D65F51740E2F6438FF624E
Others:
3A503A98E35D364AB19DBCB3B8A4D722A9441C37
36CB10FF11A71270C467B127E6165D49D34F1BE2
A57332077E291CE69D0C84DC875A7A102C714FEB
32ED8293E81203E2728C1946545D8C5864161E18
61C3F09CB47EF089AD9F4AA3954EFF570649589A
 
Name as you like it in the game credits: Teemu "Comrade Temuzu" Hepola
Contact information (Preferably steam): Steamnick: killedby94
Hotmail: [email protected]

Information

Scene Name: Beach v2
Description: Beach v2 is the spiritual follower of the original Beach for Mount&Musket, but with a few extra features. Like its predecessor, Beach v2 has a lot of close-quarter fighting. This time around, the town is built near a river, and thanks to the soil, strong foundations are needed to keep the buildings standing. This results in a Venice-esque town, with a lot of canals, perfect to row with your boat for easy, if a bit dangerous access to everywhere. If you are not the sailing type, all the buildings are still connected to eachother via bridges.

The hotspot of the map will be the two buildings separated by the pool of water in the middle of the town. Both of these buildings are destructible, and armed with a lot of swivel cannons. Other important points of the map are the small fortification and tower left of the center, and the living quarters right of the center.
Supported Gamemodes: Battle, Conquest
Download link: http://www.gamefront.com/files/21964139/Beach+v2+Morning.zip
[PM me if the link doesnt work, I can upload it elsewhere if Gamefront doesnt work]
Codes as found in scenes.txt: Inside the .rar file you download.
Link to topic: http://forums.taleworlds.com/index.php/topic,236889.msg5663726.html#msg5663726

Showcase your map

Birds Eye-View:
mbwarband20120709201615.png
[Blue is the Team1 spawn and initial Conquest flag, and vice versa for the Red]

Others:
mbwarband20120709201727.png
mbwarband20120709201712.png
mbwarband20120709201658.png
mbwarband20120709201632.png
mbwarband20120709201750.png
(More screenshots in the thread)


 
Name as you like it in the game credits: Fabio
Contact information (Preferably steam): doenerkindfabio

Information
Scene Name: Austrian Village
Description: Big battle map, focusing on an austrian valley village. Team 1 starts at some houses in the higher lands and Team 2 starts in the Mountains. Team 2 Is nearer to the village so it will has the challenge to defend the village. People who don't want to do that can charge if they want. The attackers ( Team 2) has 2 mortars and 1 cannon to bombard the city.
Supported Gamemodes: Battle
Download link: http://www.gamefront.com/files/21968123/scn_mp_arabian_village.sco
Codes as found in scenes.txt:
Code:
scn_mp_arabian_village mp_arabian_village 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000030000500000d2348000037cb0000244200000a67
  0 
  0 
 outer_terrain_snow

Showcase your map
Birds Eye-View:
1bkiuby66w6.jpg
Others:
94g3te6a9tu8.jpg
de85hwe85s1v.jpg
xwd1zk2oy27.jpg
a5kvp6ysj4l.jpg
jtsqzzjvo1wj.jpg
 
Name as you like it in the game credits: BigMac
Contact information (Preferably steam): m4k336 (Steam ID)

Scene Name: Crossroads
Description: A medium sized map that is meant to push players towards the middle of it where all the fighting is expected to take place (all along the front). There is a farmhouse on the left, which is overlooked by two hills that are connected by a rope bridge. A bridge in the middle and just next to that a shallow crossing, which faces a small forest on one side. On the far right is a village, which is an excellent vantage point and that will no doubt be hard fought over. The far left has a path that can be used for flanking as trees obscure its vision and points of interest are situated near it. The road itself is not entirely flat, and is a dangerous place to be caught out as there are excellent hiding places all around.

The storm version is the one that's meant to be played but I have also included the day version.

Supported Gamemodes: Battle
Download link: http://www.4shared.com/file/yRnjR4yZ/scn_mp_crossroads_storm.html 
http://www.4shared.com/file/Copve5R5/scn_mp_crossroads.html

Codes as found in scenes.txt:
Code:
scn_mp_crossroads mp_crossroads 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000130010e0e0005fd84000011c60000285b00005cbe 
  0 
  0 
 outer_terrain_plain

Showcase your map
Birds Eye-View:
mapvieww.jpg
Others:
mb449.jpg

mb448.jpg

mb450.jpg

mb452.jpg

mb456.jpg

mb459.jpg
mb462.jpg

mb463.jpg

mb464.jpg

mb465.jpg
 
Man, there's some fine mapping going on here, you can all pat yourself in the back.
Though i'd like to see  more maps that concentrate on Regiment Trainings.

 
Name as you like it in the game credits: Prototypus
Contact information (Preferably steam): Prototypus on Steam

Information
Scene Name: Battle for Dresden
Description: Both factions can fight in trenches, in the little city or on the battlefield
Supported Gamemodes: Battle
Download link: http://www.file-upload.net/download-4536756/NW_Prototypus_Map.zip.html
Codes as found in scenes.txt:
Code:
scn_mp_landshut mp_landshut 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000130010e0e00078584000011c60000285b00005cbe 
  0 
  0 
 outer_terrain_plain
Link to topic: http://forums.taleworlds.com/index.php/topic,238274.0.html

Showcase your map
31307FF27D9450318EE92967D8B2B87B0E952F2E
AA41C4A8D6E20BA127A49D8406331597A7C64F82
54B4565868163FBA9520F069D3B170083BDB2FDB
392C09402550D423F47DA43725D2876A16C76542
 
Got this by PM:

[9Reg]Sheperd said:
Hi Vincenzo,

I wanted to post that on the forum, but it says i am not allowed so ill send you the descritption of my map here if it is ok.

Name as you like it in the game credits: [9Reg]Olt*Sheperd
Contact information (Preferably steam): [9Reg]Olt*Sheperd

Information
Scene Name: trenches
Description: Funny small trenchwars map. Best gamemode to play is Battle. 2 factions. Every faction is able to use cannons and mortars behind its trench. You will find nomansland in the middle of the map. If you want to test the map find the [9Reg]Stammkneipe Server to test it.

Supported Gamemodes: Battle, Dm
Download link: http://www.daten-hoster.de/file/details/359029/scn_mp_custom_map_4.sco
Codes as found in scenes.txt:
scn_mp_custom_map_4 mp_custom_map_4 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000023002a1ba0004210900003ca000006a8900007a7b
0
0
outer_terrain_plain 

Showcase your map
Birds Eye-View:
ljf7g1by2an2.jpg
 
Name as you like it in the game credits: PsychoPigeon
Contact information (Preferably steam): pigeon_psycho (Steam)

Information

Scene Name: Forest Chateau
Description: A Chateau in the Alps is under siege. Attackers have the advantage of cover provided by the dense forest while defenders have Cannons and Mortars on the high ground to pound the enemy entrenchments. 
Supported Gamemodes: Siege
Download link: http://www.2shared.com/file/AREQ5vlE/Forest_Chateau.html
Codes as found in scenes.txt:
Code:
256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000023002a1ba0004210900003ca000006a8900007a7b 
  0 
  0 
 outer_terrain_snow

Link to topic: http://forums.taleworlds.com/index.php?topic=227593.msg5448223#msg5448223

Showcase your map
Birds Eye-View:
46009227.jpg
Others:
81335300.jpg
72605952.jpg
64428153.jpg
67327893.jpg
 
Name as you like it in the game credits: CKtheFat
Contact information (Preferably steam): Newman http://steamcommunity.com/id/CKtheFat

Scene Name: Fort Mackinaw
Description:  This map was originally inspired (but almost fully deviated from) Fort Mackinac in Michigan, United States of America.  It is coastal fort that lies at the top of a steep hill, providing artillery crew against ships sailing on the surrounding lake.  Attackers spawn near at one end of the island, hidden behind think tree and shrub growth and must charge across the open field and up the dirt stairs to get to the fort's front entrance or travel through the left or right flanks.  Attackers have 4 12-pounder cannons and three howitzers to clear the walls.  Defenders have two fort cannons and two mortars to fight back with.

Supported Gamemodes:  Siege
Download link: http://dl.dropbox.com/u/19276278/scn_mp_fort_fleetwood_storm.sco
Codes as found in scenes.txt:
Code:
scn_mp_fort_fleetwood_storm mp_fort_fleetwood_storm 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000013000000080064190000041ef00005ae800003c55
  0 
  0 
 outer_terrain_beach

Link to topic:  http://forums.taleworlds.com/index.php/topic,237727.0.html

Showcase your map
Birds Eye-View:



Others:


Defending the front of the fort.  Attackers can try and storm through the front gates or try and climb one of several ladders that reach from halfway up the cliff directly to the wall (a long and dangerous trip with no cover.)

Attackers spawn area.  A dense treeline provides some initial cover from the defenders' muskets, rifles, and cannon, but a dangerous trek across an open field awaits.

The flag area, contained within a final fallback position should the rest of the fort be overrun.

Overview of the fort.  There are three main ways in:  the front, right, and left sides.

View of the fort from just by the attackers' spawn.


Notes:  This is actually the first map I made a few weeks ago.  It's been tested by the 51st twice with a decent number of changes made from the first version, so I'm pretty sure it's in a presentable state.  If it is tested again and feedback is provided, I will continue to tweak it.
 
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