Search results for query: *

  1. SageMcQuincy

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

    Ettenrocal said:
    The next scening contest could be castles with a more themed subject, or towns ! Making a more specific theme could be interesting cause fantasy castles or weird castles can always be more "impressive" than realistic castles ! Also it could be on another mod than native.

    It is called creativity. And it's something most people enjoy and appreciate.
  2. SageMcQuincy

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

    When it comes to scening, in response to the idea that any contest would be useless because of the incoming release of Bannerlord, taking the focus away on "multi-use" scenes, and trying to focus on something that could be a one time use is a possible solution.

    I think there's a fear that the work will be useless because there might not be a long term place for the scenes to be used in, but there's many scenes that are made (at least, I've made) for single use, focussed on a specific event.

    So instead of multifuncional scenes, there could be something like a multiplayer event set up for scenes to be played in.
    I know these contests havn't been multiplayer scene contests, but it could be a way to get it to work.
  3. SageMcQuincy

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

    Akathir said:
    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!

    Congratulations to you especially, when you uploaded I knew you'd win. Great and impressive work as always!
  4. SageMcQuincy

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

    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
      0
    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.
    36D114960234627E7A2C1980649203E24E05579B

    The point of entry
    29A46D4466689C84A01BB133B32909FF5F7401DB

    The point of entry again, showing the bastion on the wall.
    1F4C9F399C4801F7BA692FFF33759B59721F4D5F

    The point of view of the defenders.
    2BE30F58A02771AC07C89837D9D795FCA4C86D1B

    The interior of the bastion.
    4D94D0C37ED6A5489EFD87F18221D21C966F9E56

    The cloister gardens.
    28F1203FDDCACCCEF59731FB218EFE35F69E2E8E

    The cloister gardens, again.
    6F4B85420CCB9F61B73D8C521480740AADC9EBCE

    The courtyard at the main gate, giving entrance to the keep.
    D93EEDB6D17CB6642FD5F77501075AB4A1B6CEF5

    A view from under the main gate.
    97FFF50773C9D8838FFC4DBF171870462558DB22

    Overview.
    4FD5459098B92A81CBFBBAE57D341B88FBB8A035

    Overview.
    9651B4CBD033CD236DBBFC4684BF424FBE8DCFC9

    Attackers storming the wall.
    54586CFE4038EBFEB35ABF5023ED245F68560B51

    Up up up the ladder. (made extra wide because ranged unit clog is so annoying...)
    6B6330B0CB75837CC7DF95F674CC580B584DE26E

    The aftermath.
    60974C84996954DE714204A9D489C7EE4725ECC5

    The gatehouse has fallen.
    A164B1CEFE12C7921B6294D40B85F7AF4A82178B

    Rushing in to defend the gatehouse.
    CE1B487EEB2EDF6C9FBEB414AE16B9F73A00F047

  5. SageMcQuincy

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

    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.





    B84DD259B845E1AFACDB66542FB21058B8F6DE74


    353E6CE373971BA5F09434F8AE1CD661676C1ADE


    A09C3CA97B6CCAB24079FA9B7A0931E63BB18729


    AE6BA4EEE63A874C49B2CA05C82CC1D23850895D



    The approach of the walls. The bridge is out of order because the siege tower crashed through it, so through the water it is.
    52787203CEB119DB96066D1C3704A422012B14F9

    The defenders waiting for the attackers to crawl up the ladders.
    0BE721E7447713898E31FFE80EE8ED0C93C6959F

    A better view of the main wall reinforcements
    39E2343638C664F09B7930E00BCACCD6084A8CD2
    FF740B02EA0C459DA6015855DCD8AF81D2C700EC

    The courtyard
    A8C5A4461C29F51FAD469229CDDBB555E9C883FB

    The entrance to the inner courtyard
    D0E5D99965274DC961EEF72CA3065A0D62D59818

    The inner courtyard.
    A636B15BDE8C0A991A827E97BF2BA16C2C73AE32

    A view on the inner keep
    8BF6DB8C6A326AEE722991A363A01FE438A35EF2

    Defending crossbowmen shooting down from the windows towards the entrance of the inner courtyard
    9F302951C41C30DE7361BA1D6D93A9AD823FEEC3

    Overview
    E94F41574C78531F2B136DDB8271862BE54B8E23

  6. SageMcQuincy

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

    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.
    7BCA0D22611A64356617D86AE737DD16D625B1D2

    Fallen men in the interior, the fight is over.
    3C7C1BE3B3116F9B3131C0ED9F245F9278E430D0

    More fallen men. (while in the background you can see the attackers having mobbed up to the last poor defender in the corner)
    65C10F8B058A8C0DD0DFCB1D5C586C559001FBB3

    An bird eye's view.
    2ED60FD5172D0CAA00F6EFF938FB94EED9C988F0
  7. SageMcQuincy

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

    TFK_Ted said:
    Bloody hell, looking great! One key less to get I guess  :shock:  :grin:

    Here's a WIP of mine, not sure wether I'll manage to finish, but whatever  :iamamoron:

    6003E434203C806102E0049BA12A81BBC8D78D31

    That's a good looking crane you got there. Whenever I want to put cranes I just use a mangonel but this is a pretty nice alternative!
    I love it when people use small objects to make something that isn't originally in the prop list. We've all probably played the game so much we've all seen every prop hundreds of times so it's always nice to see creative ways to break the esthetics with some delicate prop placements.
  8. SageMcQuincy

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

    Here's some work in progress shots of my map.
    The castle itself is pretty much done, now I just got to do the AI mesh and detailing the surrounding area as well as making the attackers spawn into something more interesting.

    I hope the images resize themselves because I have no idea how to do that

    4048CE7686280F1D4677C3D997D7B1346780233F

    7BECDDC326C9EC3C098B4E3EA5BDE19B5542727B

    1244844A164D40588326589A9D2FEEA4EA061427

    0FA034FA9F563C567CF4E5F3AF19B1F0F6DFA70E

    38CE16024F7A6D5D4B442E1B8C72E27A448CEE63

    F992325F8BA6CBF104742B238E2496E568C79EAD

    0DE393B7D6B190ADBD711D08506EF574C8D3B085

    769E870190DB6C6B78F9F066DF9F0DA3BA57DA67

    D5C6D1BE059AA27AC1B4BB37EC3919BD8A58EE4C
  9. SageMcQuincy

    [MBMC] Mount & Blade Modding Contest [January 2019][Scening]

    InVain said:
    In case anyone's interested, here's my sheet. :smile: 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.
    https://www.dropbox.com/s/stqafuqrj3cfjxl/Scening%20contest.xlsx?dl=0

    For what you've written, a 6/10 for visuals on my library seems a bit harsh. I'm a bit disappointed with that considering the feedback I got from pretty much everyone else here. Can you elaborate on this a bit?
  10. SageMcQuincy

    [MBMC] Mount & Blade Modding Contest [January 2019][Scening]

    InVain said:
    Fantastic work! Yeah, I love that prop, too!  :grin:

    Just a hint: Adding AI mesh to the outer terrain in order to make it usable as a siege map will increase your rating.  :smile:

    Yeah but since I absolutely hate AI meshing, it will ruin my evening, since I only have 4 hours left.
    I'll take the hit in rating I think.
  11. SageMcQuincy

    [MBMC] Mount & Blade Modding Contest [January 2019][Scening]

    Forum username: SageMcQuincy

    Scene name: The Library

    Mission type: Keep indoors

    WIP screenshots:

    These are the earlier screenshots I shared:
    They are pretty much the final product still, the only things I edited was technicalities like AI mesh and entry points, as well as some very minor detailing.
    nkhTWL2.jpg

    brGixyo.jpg

    SAAhRyw.jpg

    Fn6MobS.jpg

    These are some proper "WIP" shots:
    GlSnCXH.jpg

    FZvc96q.jpg

    ozY0utK.jpg

    Scene download link: https://www.mediafire.com/file/cr81543ioo9yyah/scn_multi_scene_4.sco/file

    Terrain code:
    scn_multi_scene_4 multi_scene_4 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001300659630003c8f300003ca000006a8900003c89
      0
      0
    sea_outer_terrain_1

    A small explanation:
    I initially designed this map with MP siege in mind. I'm more of a multiplayer mapper. Hearing it had to fit a single player mission type, I decided to go for the Castle Keep Interior. I scattered the entry points of the lords and ladies as well as the "nurse" or "chancellor" around in the whole construction. The idea behind that is that you have to search to find the lord or lady you'll want to talk to, allowing the player to explore the whole map unobstructed (as opposed to let's say, a single player siege)
    The "Secrecy" part of the map is of course the library aspect (as well as the "hidden" lords and ladies I assume). There's a book in a cage, holding the main secret of the library, if anyone wants a tiny little backstory.

    Because this was originally a Siege idea, there's a siege camp outside the keep. Even after changing to "Castle Keep Interior" I decided to leave it there if anyone was interested in using it as a siege nontheless.
    It shouldn't bother too much if it's used as any other mission type, but it can of course always be removed if necessary. The landscape is pretty neutral around that area so it's just a matter of deleting props if the siege camp has to go.

    I have only placed the AI mesh in the building itself and not the surrounding nature. I think that should do for most mission templates. If not, I'm willing to add the AI mesh for the outer part if anyone wants to use it as a single player siege map or anything else requiring AI mesh outside of the building.

    I used multi_scene_4 as a base for making the map, that's "Ruined Fort" - makes it easier for MP testing, I always found it annoying to re-name and look for where to find your map, so.

    And of course:

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


    (Give me a "bridge_modular_a" and I'll make you anything. Absolutely love this prop :wink: )
  12. SageMcQuincy

    [MBMC] Mount & Blade Modding Contest [January 2019][Scening]

    The 23.59 deadline is in GMT time or something else?
  13. SageMcQuincy

    [MBMC] Mount & Blade Modding Contest [January 2019][Scening]

    Hello guys!
    Some WIP images of my work:

    I interpreted the theme "secrecy" as a library. One side is protecting the secrets it holds, while the other side tries to steal them.
    The flag (it will be a siege map) will be in the main hall near the book in the cage, also known as "the secret" that is being protected.

    It still needs the technicalities like working siege ladders, flag, spawnpoints, etc.
    It also still needs some detail and I'm not that happy yet about the siege camp/attacker spawn and the big open space I've got going on on the side.
    I wish I chose a bigger map size cause the edges bother me a bit but hey, it's a bit late to change that right now isn't it?
    I also wish I could place more books in the shelves but they eat FPS so I think I'll refrain from doing that.

    nkhTWL2.jpg

    brGixyo.jpg

    SAAhRyw.jpg

    Fn6MobS.jpg
  14. SageMcQuincy

    [MBMC] Mount & Blade Modding Contest [January 2019][Scening]

    Quick question here:

    If the mission template can be chosen, and I choose to make a map that would not be intended to be played with bots - would the AI mesh still be a necessary addition to the map?
  15. SageMcQuincy

    Vikingr Sunday Events!

    Greetings warriors! Since a couple of weeks, the ICA clan has a Vikingr server. Every Sunday at 8GMT we will be holding an event. (could be any of the available gamemodes) If you wish to join us in our weekly fights, add me (ICA_SageMcQuincy) on Steam, and I will give you the details weekly...
  16. SageMcQuincy

    Weekly saturday event! (7gmt)

    The ICA Full Invasion 2 clan invites you to our server for our weekly event every saturday! You do not have to come with a clan, or have clan tags, just grab a sword and a bow, and hop on to our server. "How will I know which server it is?" Don't panick young warrior. The name of the server...
Back
Top Bottom