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

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Hi Flavius!

Flavius Aetius said:
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?
What are you using it for? Moving a winch? This setting isn't turned on in Native and presumably in most mods by default so I would not base critical gameplay points on the scene with movable props. If you could maybe specify what you're trying to achieve I can get a better understanding.

Flavius Aetius said:
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?
Your only limit as to how you use the props is your imagination. If you do end up submitting, maybe taking a screenshot of the hidden exit with some pointers will help the judges to see all the quirks and interesting points of your scene :smile:



ANNOUNCEMENT
I would like to request all sceners that have submitted their work to provide a version of the same scene with Multiplayer entry points like Profy did, if they haven't already. This is completely optional and would appear on the Multiplayer showcase event with the community. If you don't have time/don't wish to do it it's fine. The scores and judging on your scenes will be done exclusively in Singleplayer as the contest rules state.

Bear in mind that in your Singleplayer scenes entry point 0 is for attackers, while 32 is unused. In Multiplayer, entry points 0-31 are for defenders, entry points 32-63 are for attackers with 66 being the flag. More on this here.
 
Hello Marko!

BNS Marko said:
What are you using it for? Moving a winch? This setting isn't turned on in Native and presumably in most mods by default so I would not base critical gameplay points on the scene with movable props. If you could maybe specify what you're trying to achieve I can get a better understanding.
Regarding the movable props, I indeed use it to activate a winch for a portcullis and also some of the sally doors and gates. While the siege tower and ladders can be used all alone without breaking the siege by relying on the movable props, I created a backdoor through a tunnel (using the already mentioned hidden exit) into the main part of the castle, from where the player can attack the gate houses and shorten the route for the AI or just get in a better attacking/counter attacking position. It is more of an additional way to get around the map a bit and probably have some surprising moments in all the ongoing chaos. Like I mentioned earlier it was originally designed for my own amusement...  :party:

But I can remove that features for the contest, if necessary.
 
You won't necessarily have to, the winch simply won't activate on modules that have the setting disabled, and it'll work properly on the ones that have it enabled should any mod incorporate your creation. Since the siege has primary entrances that don't need the winch in order to be won, I think it'll be fine if you stick to your original vision. Good luck with the scene!
 
Code:
Forum username: Mauromagno
Scene name:Castillo de Escalona (Escalona´s Castle)
Scene download link: http://www.mediafire.com/file/syvfd2idat61vq2/castillo_de_escalona.sco/file
Terrain code: 0x0000000030002b3b0004b538000052f50000726700002819
outer_terrain_plain

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

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Here more photos
http://www.mediafire.com/folder/07bof469xvoa5/fotos2
 
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:iamamoron:




As Non-Western castles haven't been given that much attention, I canceled work on my earlier project and decided to go for a caravansery instead. Water can be more valuable than gold, especially if it enables trade - a principle of extraordinary importance even today.

I've decided to call the scene Oasis after the infamous plebvillage found on many maps in PW (yes, it's "map" in PW, at least for me!  :lol: ).

Oasis was founded, as the name tells, as hermitage next to an Oasis far into the Sarranidian desert. The hermitage has long been abandoned and buried below the sand.

As time flew by, caravans and travelers made rest next to the little settlement. Soon, a real caravansary was established by a merchant-union from Shariz. After all, that would secure the most valuable good in the desert, even more valuable than gold: water!
Food is lighter than water, therefore anyone having water in the desert could trade the water for food, as that would allow the passing caravans to carry more goods instead of watersupplies. Besides that, datepalms, goats and fishing guarantee nutrition in harder times.

The realm itself prospered, and the caravansary got fortified and expanded. However, where riches lie, envy isn’t far away, and the fortifications must be renewed - the gatehouse itself is being enlarged. The gates are open for maintenance - a situation some might call an opportunity. Nonetheless, the troops on top and behind the walls are an obstacle – but who wouldn't want to go for a swim in the desert?



Forum username: Ted
Scene name: Oasis
Scene download link: https://www.file-upload.net/download-13731632/scn_castle_47_exterior.sco.html
Alternative link: https://www.mediafire.com/file/9y0nvlldkl3rycy/scn_castle_47_exterior.sco/file
Terrain code: scn_castle_47_exterior castle_47_exterior 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001500000000004b12c000041ef00005ae800003c55
  0
  0
outer_terrain_desert

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


Version for MP (note the different castle): https://www.file-upload.net/download-13731616/scn_castle_41_exterior.sco.html
Alternative link: https://www.mediafire.com/file/cjw9q9q6zwa4kf7/scn_castle_41_exterior.sco/file

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Thank you very much to Mark, beefbacon and especially Ettenrocal for their invaluable advice on AI Mesh!
 
*Doublepost intended*

BNS Marko said:
ANNOUNCEMENT
I would like to request all sceners that have submitted their work to provide a version of the same scene with Multiplayer entry points like Profy did, if they haven't already. This is completely optional and would appear on the Multiplayer showcase event with the community. If you don't have time/don't wish to do it it's fine. The scores and judging on your scenes will be done exclusively in Singleplayer as the contest rules state.

Bear in mind that in your Singleplayer scenes entry point 0 is for attackers, while 32 is unused. In Multiplayer, entry points 0-31 are for defenders, entry points 32-63 are for attackers with 66 being the flag. More on this here.


MP does require doors, gates etc though. So I guess you don't want to use it for Siege in MP, but rather for people to explore?

Going on vacation tomorrow, so no changes will be possible anyways. I've adjusted the entrypoints for the MP-version, but didn't add additional gates or ladders.
 
Forum username: Suspicious_Man
Scene name: Northmarch Keep
Scene download link: https://mega.nz/#!HJ80iabK!GwGQiA5rcUUifjC16BKJpRPUYsOF-rPuRg-FwywOrPY
Terrain code:
scn_multi_northmarch_keep multi_northmarch_keep 4352 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000000a0094fd10005595800006abc00000e49000037d3
  0
  0
outer_terrain_steppe

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

For a thousand years or more, lords of the margrave have kept watch over these woodlands from atop their holdfasts. No one knows when the Northmarch was first carved from the forests, or much of anything about what lies beyond it. Some say the barrows and shrines which are scattered about the area hold the remains of knights and holt lords from ages long past, who died defending these marchlands in great pitched battles. You don't know if you believe any of that, you're not really sure there's much of anything here that's even worth defending. Just trees, rocks, a scattering of mossy old ruins, a spot to lay your bedroll. You've only been here for the better part of a fortnight, and you're sick of the place already. Still, a job's a job. You rub the sleep from your eyes, sit back up in your chair, and squint out at the ruins on the horizon. You can't be sure, but you would swear you just saw some movement in the shadows. Squinting harder, you stare for another minute or so, but everything appears still and quiet. Probably just a trick of the light. Shrugging, you lean your chair back and return to your idle thoughts.

A few screenshots:
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Full Album including some build shots:
https://imgur.com/a/hv4lB5g
 
Sorry for the late reply, Ted!

But yeah you don't need to convert the scene to anything fully functional in MP, it won't be rated in that environment. We'll invite the players and modders to do a bit of exploring and casual siege fighting. The entry points working and being far enough is what matters.

 
Forum username: Kazzan
Scene name: Krak des Serfes
Scene download link: https://www.dropbox.com/s/z52l0kmm9qogorv/scn_krak_serfes.rar?dl=0
Terrain code:
scn_krak_serfes_exterior krak_serfes_exterior 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000230025b8d0006459400006a3700002adb00007091
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By submitting this work I agree to the rules and regulations of this contest.

For an age, armies have crossed the river to get at the heartlands beyond, but no longer. The great fortress of Krak des Serfes now stands, built by Lord Lasander de Serfes, guarding trade along the great river, and the sole stone bridge for miles in any direction. Any who seeks to raid across will have to go through its thick walls, paying dearly in blood for every inch of ground they take.


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the entry points should keep the soldiers in place while there is some distance with the enemy, but once inside the siege area, the soldiers should fight for their life and not walk to the location ...
In addition, each entry point should accommodate a certain number of soldiers ... There are many things regarding the operation of the single player combat simulator that Bannerlord should improve  :wink:
 
Forum username: Akathir
Scene name: Eryas Castle
Scene download link:https://www.dropbox.com/s/cli43cciwl05lu5/scn_castle_eryas_exterior.sco?dl=0
Terrain code:scn_castle_eryas_exterior castle_eryas_exterior 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000002b00005000005d57800004f3600004b7a000071ef
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Screenshots:
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By submitting this work I agree to the rules and regulations of this contest.
 
Forum username: Akathir
Scene name: Karlsfell Castle
Scene download link:https://www.dropbox.com/s/xzbba0fcmtv7c8o/scn_castle_karlsfell_exterior.sco?dl=0
Terrain code:scn_castle_karlsfell_exterior castle_karlsfell_exterior 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000000b00005000004d9370000558e000065980000229b
  0
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Screenshots:
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By submitting this work I agree to the rules and regulations of this contest.
 
Forum username: Akathir
Scene name: Tower of Eternity
Scene download link:https://www.dropbox.com/s/zbsuoezycwl7rsa/scn_castle_eternity_exterior.sco?dl=0
Terrain code:scn_castle_eternity_exterior castle_eternity_exterior 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000000300005000004e93c000038e700001bb200002608
  0
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By submitting this work I agree to the rules and regulations of this contest.
 
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Forum username: BeefBacon
Scene name: The Wizard's Tower
Scene download link: https://filebin.net/mbh8aut748540vsk
Terrain code:
scn_castle_24_exterior castle_24_exterior 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000003000000000080200000000010000000100000001
  0
  0
outer_terrain_none

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

I was delighted when Andarius approached me with a new contract. His benefactor required a company of mercenaries to protect his property; a great tower and the surrounding ruins in a swamp forest near Uxhal. The pay was generous, and for good reason. We never saw its inhabitant, but strange, unnatural lights could be seen coming from the tower at night, and such a decrepit structure was surely held up by sorcery. Once we started hearing the screams I noticed some of the lads discussing the possibility of fleeing to Suno. I'd have had them flogged if I hadn't had those same thoughts myself.

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