[MBMC] Mount & Blade Modding Contest [Q3][Scening] - [Sponsored by TaleWorlds]

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Forum username: SageMcQuincy
Scene name: Stonehill Castle
Scene download link: https://mega.nz/#!CipxBADA!7tVCXnX1K2z9EOF4rrdo8DfKZEXhEeEBSp5EUdZMhjw
Terrain code: scn_castle_24_exterior castle_24_exterior 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001300659630003c8f300003ca000006a8900003c89
  0
  0
outer_terrain_plain

By submitting this work I agree to the rules and regulations of this contest.



What I always felt during single player castle sieges was the lack of 'progress' or 'phases' during an attack. Generally, the men get up that one ladder, get on the wall, smack through the defences and all blob up into the reinforcement blob, mindlessly running in a swarm to the closest enemy.
With this map I tried to give some sense of 'stages'.

After many playtests, the following is the most common way this siege plays out:
The attackers approach and end up at the gatehouse, there's the first chokepoint. when they break through - archers on the walls able to shoot them on both the outside and inside of the castle - they enter the courtyard and split. Generally one group goes left up the tower and the other group right, because the archers are the closest enemies.

The reinforcements spawn on the 1st floor inside the keep, making them unable to just continue the blob in the courtyard (that'd be boring, I think). Since the attackers split up, it feels more a general fight in a castle, rather than a blob-on-blob swingfest on either a ladder or in an open courtyard.
After the archers get taken out on the walls, there's generally a chokepoint in one of the towers connected to the interior, where the reinforcements meet the attackers on the wall. Of course, since there's three entry points into the interior of the keep, you can always take a group of soldiers and walk around to either catch stragglers or attack the main reinforcement group from the side or behind. Sometimes the AI even ends up doing that themselves when both groups turn towards the keep in somewhat of a pincer movement.

Because the reinforcements spawn inside the keep on the 1st floor, and the archers don't move much, the AI and player are forced to go inside, experience the interior of the keep, and clear it out, making sure that most areas of the castle are actually used (as opposed to a simple 'quickest route to enemy blob')

Still, I found all my playtest sieges to each have gone in their own unique way. It's never really the same because of the many pathways the AI can take depending on how it all progresses, as well as the player input though commands. I hope you enjoy it!



The approach to the gate.
381FBC5EC1AED7BE00C9657CAD7008B538DEC70C

Attackers getting near the broken entrance.
8251D0471B95617A1317E034FC95C2F2769A4018

The defenders gathering on the bottleneck to protect their keep.
B16E45B4E053FAA8C3AFA2D1A31F0C302882D1F4

The initial clash
FBC95B54090F774B393E4EB088A7CAE2A36B2399

The defenders point of view of the initial clash (at nighttime).
4CD1CFE1475FFC5C72264FA4FA21C4F8F205E43D

Attackers have broken through and are racing up the towers for protection, and to get those pesky crossbowmen on the walls.
AB2A5392001096FF7565E96637BD81CC3987E91B

A peaceful intermezzo: The courtyard
11C05121537A992795F835533AE51D4215F34E18

Meanwhile, the battle is taken to the walls. Reinforcements arrive from inside to help their allies.
D37A219A1E914BC687FF9829880E74B82FF4512C

Another wave of reinforcements from the inside race along the walls to get into the fight.
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The battle is moving towards the interior.
EC3F9DBFB99EF9BF308256867760444817F4E63B

Peaceful intermezzo 2: The kitchen.
7BCA0D22611A64356617D86AE737DD16D625B1D2

Fallen men in the interior, the fight is over.
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More fallen men. (while in the background you can see the attackers having mobbed up to the last poor defender in the corner)
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An bird eye's view.
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SageMcQuincy said:
Forum username: SageMcQuincy
Scene name: Stonehill Castle
Scene download link: https://mega.nz/#!CipxBADA!7tVCXnX1K2z9EOF4rrdo8DfKZEXhEeEBSp5EUdZMhjw
Terrain code: scn_castle_24_exterior castle_24_exterior 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001300659630003c8f300003ca000006a8900003c89
  0
  0
outer_terrain_plain

By submitting this work I agree to the rules and regulations of this contest.



What I always felt during single player castle sieges was the lack of 'progress' or 'phases' during an attack. Generally, the men get up that one ladder, get on the wall, smack through the defences and all blob up into the reinforcement blob, mindlessly running in a swarm to the closest enemy.
With this map I tried to give some sense of 'stages'.

After many playtests, the following is the most common way this siege plays out:
The attackers approach and end up at the gatehouse, there's the first chokepoint. when they break through - archers on the walls able to shoot them on both the outside and inside of the castle - they enter the courtyard and split. Generally one group goes left up the tower and the other group right, because the archers are the closest enemies.

The reinforcements spawn on the 1st floor inside the keep, making them unable to just continue the blob in the courtyard (that'd be boring, I think). Since the attackers split up, it feels more a general fight in a castle, rather than a blob-on-blob swingfest on either a ladder or in an open courtyard.
After the archers get taken out on the walls, there's generally a chokepoint in one of the towers connected to the interior, where the reinforcements meet the attackers on the wall. Of course, since there's three entry points into the interior of the keep, you can always take a group of soldiers and walk around to either catch stragglers or attack the main reinforcement group from the side or behind. Sometimes the AI even ends up doing that themselves when both groups turn towards the keep in somewhat of a pincer movement.

Because the reinforcements spawn inside the keep on the 1st floor, and the archers don't move much, the AI and player are forced to go inside, experience the interior of the keep, and clear it out, making sure that most areas of the castle are actually used (as opposed to a simple 'quickest route to enemy blob')

Still, I found all my playtest sieges to each have gone in their own unique way. It's never really the same because of the many pathways the AI can take depending on how it all progresses, as well as the player input though commands. I hope you enjoy it!



The approach to the gate.
381FBC5EC1AED7BE00C9657CAD7008B538DEC70C

Attackers getting near the broken entrance.
8251D0471B95617A1317E034FC95C2F2769A4018

The defenders gathering on the bottleneck to protect their keep.
B16E45B4E053FAA8C3AFA2D1A31F0C302882D1F4

The initial clash
FBC95B54090F774B393E4EB088A7CAE2A36B2399

The defenders point of view of the initial clash (at nighttime).
4CD1CFE1475FFC5C72264FA4FA21C4F8F205E43D

Attackers have broken through and are racing up the towers for protection, and to get those pesky crossbowmen on the walls.
AB2A5392001096FF7565E96637BD81CC3987E91B

A peaceful intermezzo: The courtyard
11C05121537A992795F835533AE51D4215F34E18

Meanwhile, the battle is taken to the walls. Reinforcements arrive from inside to help their allies.
D37A219A1E914BC687FF9829880E74B82FF4512C

Another wave of reinforcements from the inside race along the walls to get into the fight.
308C81595F362BEFB2919D7E5EC89311596A08AD

The battle is moving towards the interior.
EC3F9DBFB99EF9BF308256867760444817F4E63B

Peaceful intermezzo 2: The kitchen.
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Fallen men in the interior, the fight is over.
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More fallen men. (while in the background you can see the attackers having mobbed up to the last poor defender in the corner)
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An bird eye's view.
2ED60FD5172D0CAA00F6EFF938FB94EED9C988F0

Looking very cool!

I really like these outside the box thinking type of sieges.
 
form said:
Forum username: Dark_Hamlet
Scene name: Theodosian Walls
Scene download link:  https://www.dropbox.com/s/gt6b9cb0e9ail6z/scn_castle_20_exterior.sco?dl=0
Terrain code:
scn_castle_20_exterior castle_20_exterior 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000230054f630005fd820000222a00003de000005f00
  0
  0
outer_terrain_plain

By submitting this work I agree to the rules and regulations of this contest.



Scene with multiplayer entry points (replaces Jameyed Siege):
https://www.dropbox.com/s/c2auvf3l1ddiiji/scn_multi_scene_16.sco?dl=0



Description:

qTvYnGn.jpg



This scene was inspired by the famous double line of the Theodosian Walls of Constantinople, an almost impregnable structure defeated only by the use of gunpowder. The scene features multiple rows of defense and gives a lot of choice to the player both when attacking and when defending. In this scene the attacker has 2 access points, one trough a large ladder and another trough the sewers. After reaching the walls the attacker will have make their way to the keep, clearing each tower and dealing with the enemy infantry at the many chokepoints. The defenders have many positions to retreat to and the huge towers give clear view of the enemy at any moment. Instead of focusing the battle at only one point the siege becomes a series of multiple battles at different places for the control of key areas in the attempt of making the siege more interactive, fun and dynamic.



Video:




Screenshots:

[size=18pt]
Siege
C2Em1Ca.jpg



Attackers point of view
gVnkwL8.jpg



Man the battlements
j0YRGCy.jpg



Shots fired
I6s1Zg4.jpg



The lower battlement is lost
XaZK2SY.jpg

Dp5yqq5.jpg



Poop squad takes the sewers
qOTDdyT.jpg

B1YrxDe.jpg



Upper battlements
LD28I0O.jpg



Death from above
ad3TdGT.jpg



Advancing to the upper battlements
n2ftai9.jpg

mEoGuFY.jpg



Reinforcements
lRDkO8O.jpg



Chokepoint at the gate
YEQSknX.jpg

hJfpLiG.jpg



Taking the towers
ATvNzFL.jpg



The Keep
1s2pfar.jpg

j2FFyzk.jpg

8TIN4k9.jpg



Sniping from the Keep
rz1FpEe.jpg



Hold the line!
hKzTK4h.jpg

gpFfEZb.jpg



Storming the Keep
JKdRdHf.jpg

ceEmPTu.jpg



The Lord
5b0rmyq.jpg



The final push
cPf49E6.jpg

aBjAPsA.jpg



Victory!
vKAPgUK.jpg



Walls on a sunny day / other screenshots

[size=18pt]
Drawbridge down
foUc0qO.jpg

uemhMBQ.jpg



Courtyard
XvMrC8C.jpg



Arrow
---------->
His head
PkMQhQg.jpg

gANCSOO.jpg



Close-up of the towers
IpDnqa7.jpg

5h46x4U.jpg

c5MgoxE.jpg



Some other angles
qTvYnGn.jpg

HJSZ6oM.jpg

a4437M5.jpg

rwDtq1l.jpg



Top-down view
CirQHxn.jpg



Walls at night
NsqFEp3.jpg

YHyQAcO.jpg




 
Forum username: Latannan
Scene name: Brunwud Castle
Scene download link: https://drive.google.com/open?id=17_WglNIZ1DSFYEeIf3w8qbfHI44FpuN9
Terrain code: scn_multi_scene_13 multi_scene_13 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001300389800003a4ea000058340000637a0000399b
  0
  0
outer_terrain_plain

By submitting this work I agree to the rules and regulations of this contest.



The Scenario is a discovered Bandit Camp, besieged by a Lord but got quickly attacked because the Tribok is useless and Bandits could probably flee through hidden undiscovered Paths. Always wondered in the campaign where all the Bandits are coming from. They cant all come from the tiny Bandit Caves.

Things i wanted to achieve:

• flat Terrain ( running uphill sucks )
• cavalry usage in Siege
• quickly in action without moving slow siege equipment
• more diversity than vanilla castles ( in general its only climbing a ladder and fighting on the wall until win/loss )
• something else than a walled castle
• better access to get behind the walls ( vanilla mostly had only 2 ladders or 1 siege tower to get behind the walls )

This is my first work for M&B and i wasnt being able to edit a castle scene like the other uploaders did. So i took a Multiplayer Castle instead. Probably getting disqualified but i couldnt find a good tutorial.

SunDirsettings:
205
152
113
2

Desktop-Screenshot-2019-08-01-08-20-19-13.jpg



PREVIEW
Desktop-Screenshot-2019-08-01-08-17-58-35.jpg

Desktop-Screenshot-2019-08-01-08-18-19-15.jpg

Desktop-Screenshot-2019-08-01-08-19-15-00.jpg

Desktop-Screenshot-2019-08-01-08-21-21-97.jpg

Desktop-Screenshot-2019-08-01-08-22-38-81.jpg

Desktop-Screenshot-2019-08-01-08-23-31-96.png

Desktop-Screenshot-2019-08-01-08-25-28-91.jpg
 
Amazing work everyone, keep it coming! Soon™ we'll be posting some news on how we plan to expand the showcasing and events for this contest with the Warband community.
 
Forum username: Profy
Scene name: Château de la Marche
Scene download link: https://www.mediafire.com/file/j4w86k2p4guh1qz/Chateau_de_la_Marche.rar/file
Terrain code:
Code:
scn_castle_33_exterior castle_33_exterior 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000000300730ba00064d93000039c100002d9600004ced 
  0 
  0 
 outer_terrain_town_thir_1

By submitting this work I agree to the rules and regulations of this contest.



1st map for the contest.
I create maps rather "classic" but I search the credible side in the castle / village / city ... I try to build my castles with the methods and architectures of the medieval period: Barbacanes, Doors, Chicanes ...

Castle inspired by one of my sketches
The map will be available in Open Source Project at the end of the contest.


      - Background


"On the seaside, on a rocky formation stands the Château de la Marche, the stronghold of a powerful trading and Military family. Its geographical location makes it one of the most powerful strongholds in the Kingdom, locking one of the only passages for the Col du Mont Noir, The Lords of the Marche enjoy a very lucrative toll on travellers and merchants wishing to use the small port of the Domaine...


But being by the sea is not without danger, The Lords of the Marche expose themselves to the looting of the Nordics who covet the goods and riches of these lands ... "

The archive contains a Solo version and a Multiplayer version

161635_228c1f1f9d644f5ea0ec4fd3367b9f25~mv2.webp


161635_c03c74327ba1461f9c8a236e58ef80c8~mv2.webp


161635_28ad0c6a15324a2e94a6fb09d4cc1a2f~mv2.webp
 
Forum username: Profy
Scene name: Forteresse de Mornas
Scene download link: http://www.mediafire.com/file/sy0t6yjvlcmtwns/Forteresse_de_Mornas.rar/file
Terrain code:
Code:
scn_castle_14_exterior castle_14_exterior 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000002000050000085a110000330d00000b4e00007893
  0 
  0 
 outer_terrain_steppe

By submitting this work I agree to the rules and regulations of this contest.



2nd map for the contest.
I create maps rather "classic" but I search the credible side in the castle / village / city ... I try to build my castles with the methods and architectures of the medieval period: Barbacanes, Doors, Chicanes ...

Fortersse de Mornas is a historic castle located in France - Vaucluse . Date of constructon: XIe -> XIVe century

The map will be available in Open Source Project at the end of the contest.
The archive contains a Solo version and a Multiplayer version

161635_0d618be00afe453f971fdcb9e4d809a7~mv2.webp


161635_4beccd96b0e645a3a96bf737c24bf480~mv2.webp


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161635_b5091eb63cb74c6a87380c3abc1f9aca~mv2.webp

 
Forum username: Profy
Scene name: The Crow's Stronghold
Scene download link: http://www.mediafire.com/file/wxiscmg0wdayvrl/Crow%2527s_Stronghold.rar/file
Terrain code:
Code:
scn_castle_21_exterior castle_21_exterior 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000000300032630004d53700003e24000029a300001809
  0 
  0 
 outer_terrain_beach

By submitting this work I agree to the rules and regulations of this contest.



3nd map for the contest.

I create maps rather "classic" but I search the credible side in the castle / village / city ... I try to build my castles with the methods and architectures of the medieval period: Barbacanes, Doors, Chicanes ...


The map will be available in Open Source Project at the end of the contest.
The archive contains a Solo version and a Multiplayer version

    - Background

Small castle built on a rocky outcrop at the mouth of a river, like a bird's nest, hence its name: The Crow's Stronghold.

Property of a modest lord, the castle is not very imposing, it has in its center a Tower-Keep with simple walls and a ditch as a mark of additional fortifications
But to take it it will be necessary to attack head-on and risk heavy losses because of the archers ....

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This is getting pretty crazy. Great work everyone! Plenty more time left if you're still working on your scenes though so don't feel rushed if your scene is still in the works or you're yet to begin working on one.
 
Forum username: SageMcQuincy
Scene name: Sea Raider Fortress
Scene download link: https://mega.nz/#!H24UmYDa!Wn1yUmuaEV6IgCHwWWLZLZhhSWpW5QGYfRTaxBmO_Sc
Terrain code: scn_multi_scene_12 multi_scene_12 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000013003d7e30005053f00003b4e0000146300006e84
  0
  0
outer_terrain_beach

By submitting this work I agree to the rules and regulations of this contest.



Some Sea Raiders have made themselves comfortable in their new home: an old abandoned fortress which is crumbling near the mouth of a river.
Back and forth they go, raiding and pillaging, shipping their treasure and loot to their reinforced ruin. But now they are under siege.





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The approach of the walls. The bridge is out of order because the siege tower crashed through it, so through the water it is.
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The defenders waiting for the attackers to crawl up the ladders.
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A better view of the main wall reinforcements
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The courtyard
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The entrance to the inner courtyard
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The inner courtyard.
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A view on the inner keep
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Defending crossbowmen shooting down from the windows towards the entrance of the inner courtyard
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Overview
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Forum username: SageMcQuincy
Scene name: The Monastery
Scene download link: https://mega.nz/#!2nRg3AZZ!G71kqolU5pxz31NCMRDcM7Y5urYpqqkM9US6K6MoNUg
Terrain code: scn_multi_scene_7 multi_scene_7 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000000300399c5000fffff0000290a0000409c00000c49
  0
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outer_terrain_beach

Hereby the third and last of my submissions.

By submitting this work I agree to the rules and regulations of this contest.



A church and monastery sit on a tiny island on the estuary of a river. The fortified cloisters, docks, courtyard and keep offer protection to those living inside, as well as offering a refuge for those who need it in times or war.

The interiors consist of a cloister garden, docks and cranes to get supplies in, a fortified gate and bridge to cross the water onto the island, a keep with chapter hall, dining and working space for the monks, storage room as well as sleeping quarters.




The view of the attackers.
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The point of entry
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The point of entry again, showing the bastion on the wall.
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The point of view of the defenders.
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The interior of the bastion.
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The cloister gardens.
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The cloister gardens, again.
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The courtyard at the main gate, giving entrance to the keep.
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A view from under the main gate.
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Overview.
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Overview.
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Attackers storming the wall.
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Up up up the ladder. (made extra wide because ranged unit clog is so annoying...)
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The aftermath.
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The gatehouse has fallen.
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Rushing in to defend the gatehouse.
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Hello!

I stumbled upon this contest by accident when looking for help on the Discord channel. Since I am currently working on a castle scene for my own amusement, I may give this contest a chance. But I use some edited entries in the module.ini like "can_use_scene_props_in_single_player = 1", so now I'm wondering if this is still compatible with the contest regulations or not? Also, I "abuse" the possibility that one can walk into meshes from the outside on one occasion as for a hidden exit. Is this also within the limits of the regulations?
 
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