My last entry for this contest is a historical reconstruction of a migration period village, based on the excavated site of Nagymegyer/Veľký Meder.
In the late 4th century AD, a germanic tribe lived in the area, called the Quadi.
They lived in small cottages, often sunken into the ground, their walls woven with branches and plastered with clay and chaff.
We can also find free-standing furnaces, specialized workshops, granaries, and storage pits.
The villages of this tribe were defended by only a light fence and served more to keep the livestock inside, than keep enemies out.
4th century Zenobia, located on the southern bank of the Euphrates.
Formerly a fortress of the romans, Zenobia was named after the 3rd century Queen of Palmyra.
By the late 4th century much of the walls have fallen to disrepair as the region was abandoned by the roman legions.
Now, a group of semi-nomadic Tanukhids have settled here, forming a village community.
I have been unable to import heightmaps into the scene editor, with the error message: "Can not import weight map" or, in case of .raw files, "Only 16 bit weightmaps are supported."
Note that i have recieved this heightmap directly from gkx, so the problem is not with the image file. I also...
It has been over a millennia since the birth of Rome.
As the city grew from a collective to a republic and finally into an empire, its reach is vast and territory expansive. However, it all threatens to come undone by chaos inside and outside its borders. Civil war is not a strange occurrence to...
Thank you and congratulations to the other contestants! This was a very close competition! My favourite was probably BeefBacon's Nordhaven, good atmosphere and realistic execution. SageMcQuincy didn't disappoint either, i always love to look at the architecture you create!
Are you saying the judges didn't test the scenes, but only looked at them?
I tested all the scenes quite extensively, and did not miss all the great details - the shark in the water and the hidden grotto e.g. - in the Booty Beach scene.
Making bamboo huts with bamboo spears, gold coins with yellow dye, a necklace with maize... Not to mention the palmtree lookout post.
All those details and more, along with a good layout, a consistent style and flawless AI mesh, made me place that scene as the winner.
No, i didnt mean that at all, i didn't want to include the treasure in the screenshots, so when there is a public playtest, there are some surpises left.
The entrance is somewhat hidden, so i thought it might be possible to miss it, which was obviously not the case.
In case anyone's interested, here's my sheet. Turns out it reflects the overall outcome pretty well. But of course, I don't know the other judge's evaluation nor what they focused on.
Most of your evaluation is completely fair, but come on man, search for the secret for a little bit on the island...
I intentionally didn't show it on screenshots, so there is actually a little bit of exploration involved for the testing
(I didn't know that there is no playtest before the results are decided)
The island is very small, so finding the treasure and Scurvy Hobson shouldn't be hard
That library was absolutely stunning and creative, i think we can all agree that based only on the interior, SageMcQuincy would absolutey deserve the first place.
The surrounding terrain would have needed a bit more love, but i understand he didn't want to place too much props in order to keep the filesize relatively low.
Congratulations anyway, the bridge_modular_a opens up a whole new world before the scening community!
As the cold winter winds blown outside, my thoughts traveled into the distant south, where the sun always shines warm and green palm trees cover the sandy beaches of the azure-blue ocean.
So for me, this month's scening contest is about the warm, tropical parts of Calradia, that has never been seen before!
My first Submission is a system of caverns, ravines and hollows that has been deepened by a mountain creek.
This place is hidden deep inside a large and mountainous rainforest. The only way to get to the caves, is through a fallen tree trunk, serving as a bridge above the deep abyss. Recently, a group of adventurers has made camp inside...
Jungle Grotto Screenshots:
Jungle Grotto submission download and details:
Forum username: Akathir Scene name: Jungle Grotto Mission type: Bandit Lair WIP screenshots:
By submitting this work I agree to the rules and regulations of this contest.
-Braddock's Booty Beach-
My second submission is a small tropical islet, in the middle of the Pirate Waters.
This Island served as a camping site of the pirate captain 'Braddock the Grim'.
After years of robbing trading ships, Brad's fortune grew bigger than he could spend. So he hid the treasures away from his greedy sailors, especially the cunning 'Scurvy Hobson'.
Recently Captain Braddock died by falling off the treehouse after a night of excessive rum consumtion...He seems to have taken his secrets with him to the grave...
Shortly before the Captain's death, Scurvy Hobson have disappeared. Was it the sharks? Nobody knows. Nobody cares.
-Find the captain's treasure (It's a big chest, filled with gold and gemstones)
-Find the 5 small gold chests hidden away on the island
-Find out how Hobson died
Braddock's Booty Beach Screenshots:
Braddock's Booty Beach submission download and details:
Forum username: Akathir Scene name: Braddock's Booty Beach Mission type: Bandit Lair WIP screenshots:
Been getting some help from fellow sceners! The following scene has been made by Akathir who's been helping me with various projects.
I just have to add something regarding this particular scener: If there is anyone I trust with providing the same level of quality I push myself to. Then it is this guy! In just a few years he improved at a staggering rate in his scening skills and the dedication he puts in creating his sceners are commendable! It is a pleasure to work with him. The following scenes will show you just that!
Nice blog, beautiful screenshots!
I would like to know if it will be possible to access the towns/castles from multiple directions.
As far as i've seen, there is always one gate where you can enter the city in the campaign map. Is there maybe a gameplay reason for this?
Otherwise it would be really cool to have multiple (At least two) points where you can enter a fortified settlement, so they would be strategically important to defend if placed on river crossings, mountain passes etc.
Congratulations to the other contestants, you had some great design choices that will definitely influence my scenes in the future, so thank you for that as well!
I agree with Alpha though, i would like to know which aspects could i improve more.