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[6v6] Create & Share your maps

Currently viewing this thread:

Charlini

Master Knight
As spoken in the 6v6 or 8v8 thread, some people suggested and pretty much everyone supports that 6v6 new maps or adaptations of old ones are needed for this format, so just creating a thread so that people shares those maps somewhere and future tournaments hosters can have a thread to check any possible new maps out.

Map Name:
Type of Map[Closed/Open]:
Screenshot Overview:
Screenshot Flag 1:
Screenshot Flag 2:
Screenshot Flag 3:
Brief description of the map[Spawn points, size of the map and whatever you wanna say about it]:
Download Link:
Terrain Code:



MAP LIST
 

Rayden

Grandmaster Knight
Map Name: Miami Ocean Drive
Creator: Trebron
Type of Map[Closed/Open]: Mixed
Screenshot Overview:
ce5OpIh.jpg
Screenshot Flag 1:
lIAqnar.jpg
Screenshot Flag 2:
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Screenshot Flag 3:
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Brief description of the map[Spawn points, size of the map and whatever you wanna say about it]: good map that can take the competitive scene to higher levels
Download Link: Miami Ocean Drive Download
Terrain Code:
Code:
scn_multi_scene_1 multi_scene_1 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001300389800003a4ea000058340000637a0000399b 
  0 
  0 
 outer_terrain_beach

 

VornOfSwag

On probation
do u think having staircases at 2 flags is a good idea? spawn 1 also has unrestricted access to flag 1 staircase
 
Why not make a thread for 8 v 8 maps too? 8 v 8 could also be more fun with new maps which are not Ruins/FBTR :razz: Just no desolation valley maps pls ))
 

Charlini

Master Knight
that was done twice recently(2 tournaments by 2017 and 201:cool:, and they had few new maps coming through that were chosen and were completly ignored by new hosters in tournaments afterwards, if anyone wants to set up a thread about 8v8 they can do it, this one is exclusively to incentive due lack of maps in the new format, so that anyone that hosts a tournament on 6v6 has more maps to choose and adapt their numbers better to.
 

Oliveran

Master Knight
WB
A remake of Nord Town, aimed at making the map more friendly by being able to play around middle, and also making it easier to push the top by going through the other side. Previously, bottom side had only one flag, top had two. Hopefully this makes it more balanced!
  • Less camping waiting for flag, due to the raisable ladder from middle
  • Alley path from top spawn
  • More flag-based tactics
nVTi9aC.jpg


Download link
Code:
scn_multi_scene_11 multi_scene_11 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000030015f2b000350d4000011a4000017ee000054af 
  0 
  0 
 outer_terrain_plain
fv4i90Z.jpg
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b6VlqvE.jpg

LkfcPVk.jpg
toNvl0F.jpg
iybIqWu.jpg
 

jon01

Knight at Arms
Name: Granular Village

Type of Map: Mixed

CR0O8Gk.jpg

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Description:

The layout is similar to Verloren, with tight areas to hold in the middle, and more spacious areas for the flags outside. I placed an open house in the centre instead of a tower. Spawn 1 is closer to two of the flags. Spawn 2 is next to the third. The house is meant to replicate ruins from other maps, but it’s made out of desert walls and planks of wood. It overlooks the flag by the spawn and the flag by the tavern. It has five different entry points and is accessible to cavalry. Another strong position to hold is around the chokepoints leading to the lighthouse flag.

m4pyavI.jpg

I positioned the flags in the air, rather than on the ground, so that the flags won’t block the player’s vision when fighting around them. I put upright chains with plates below the flags, so they don’t look like they’re hovering magically in the air quite so much. The chain and plates have no hitboxes and will not obscure the player’s vision.

79KDYKY.jpg

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Download: https://www.mediafire.com/file/blb23tsbt92bb7q/scn_multi_scene_granularvillage.sco/file

Code:
0x000000015002a0b20004992700006e54000007fe00001fd2 
  0 
  0 
 outer_terrain_desert
--

Alternatively, if you want an entirely closed map, I made a second version with more consistently enclosed areas:

https://www.mediafire.com/file/16c11t5u5qs8yyq/scn_multi_scene_granularvillageclosedversion.sco/file

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grimsight

Sergeant Knight
WB
Here's a map:

Name: Barricade

Overview:
I4IlYQm.jpg
Flag
pC4966c.jpg
Flag
g9xxASt.jpg
Flag
KVble0G.jpg

Fast paced, lots of room for rotations
untested competitively. Little bit of play on NA battlefield

Code:
0x00000001300389800003a4ea000058340000637a0000399b 
  0 
  0 
 outer_terrain_plain

https://www.mediafire.com/file/q4p50zd4z51pld8/scn_multi_scene_barricade.sco/file
 

DarkLight

Sergeant Knight
Grimsight said:
Here's a map:

Name: Barricade

Overview:
I4IlYQm.jpg
Flag
pC4966c.jpg
Flag
g9xxASt.jpg
Flag
KVble0G.jpg

Fast paced, lots of room for rotations
untested competitively. Little bit of play on NA battlefield

Code:
0x00000001300389800003a4ea000058340000637a0000399b 
  0 
  0 
 outer_terrain_plain

https://www.mediafire.com/file/q4p50zd4z51pld8/scn_multi_scene_barricade.sco/file

That map has potential but maybe you should look into removing a couple of the barricades so cav arent completly useless there.
 

Apfel

Knight at Arms
Map Name: Waterfall
Type of Map: Open
Screenshot Flag 1:
UosnDy1.jpg
Screenshot Flag 2:
3nky1oV.jpg
Screenshot Flag 3:
Emv8DmV.jpg
Screenshot Overview:
ncYFSCL.jpg
Brief description of the map:
An open map, but finally a small one! Perfect for both 6v6 and 8v8, this map is very dynamic and offers lots of options. Awareness is key, as Cavalry can show their skill on this map in every way. But dont worry- ofcourse there are some nasty spots for archers. You want Input as Infantry? We got you covered! On this map you got the time and places to quickly push and destroy the unaware enemy. Over are the times of barely reaching the flag as inf, this is finally an open map fitting your needs!
This very tactical, yet skillbased map is said to look stunning aswell, especially the name-giving Waterfall. Its simply a pleasure to play on this map!
Download Link: https://www.dropbox.com/s/i7rq3k8pylpsal1/scn_multi_scene_Waterfall%203.sco?dl=0
Terrain Code:
scn_multi_scene_2 multi_scene_2 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000012002a0b20004992700006e54000007fe00001fd2
  0
  0
outer_terrain_desert 
I recorded most of the making and will most likely upload a timelapse of the process soon enough
The map is brandnew and im always open for changes requested by tournament admins, or general suggestions, just hit me up on steam :wink:
 
This isn't really a map submission, just a suggestion.

Some maps have these annoying as **** low roofs, and when you fight underneath them your camera is almost completely obscured. The ones on Legacy Town are particularly bad. I don't know much about warband mapping, but I think many of the buildings on Legacy Town just clip into the floor to make them lower. Maybe someone could raise them a bit?

https://i.gyazo.com/376e8db8cca5f027ddb83f7d0165a07a.mp4
 

KaneMaB

Grandmaster Knight
Hero_of_Ferelden said:
This isn't really a map submission, just a suggestion.

Some maps have these annoying as **** low roofs, and when you fight underneath them your camera is almost completely obscured. The ones on Legacy Town are particularly bad. I don't know much about warband mapping, but I think many of the buildings on Legacy Town just clip into the floor to make them lower. Maybe someone could raise them a bit?

https://i.gyazo.com/376e8db8cca5f027ddb83f7d0165a07a.mp4
A man, sometimes when an S key breaks u walk into stuff.
 
I made this map for mercs but I’m planning on making a native version as well (there will be some changes since there are other props. For mercs I think the sizes is good atm but for comp native it might need some changes. Some input from you all might be really helpful to know what should be changed, before I start working on the native version.

Map Name: Vaegir Town
Type of Map[Closed/Open]: Mix
Screenshot Overview:
S8h10Cr.jpg
aczwTvv.jpg
ZbqP0Fd.jpg
Screenshot Flag 1:
fFkUaCk.jpg
JgF74rN.jpg
5G4LvqW.jpg
GstGQFq.jpg
QawgB1d.jpg
Screenshot Flag 2:
JLGENOy.jpg
YPiEn8y.jpg
bSP6EkZ.jpg
6BciiVs.jpg
Screenshot Flag 3:
JMZzSmW.jpg
bGLyISo.jpg
1lStjEt.jpg
TJGCci4.jpg
o0edpdg.jpg
Brief description of the map[Spawn points, size of the map and whatever you wanna say about it]:
This is a semi closed map of which the main focus lies on the three flag spawns. The castle and town are also a place where casual fights will be encountered in close quarter combat. But unlike other closed maps this one has still enough place for cav to be able to be played. This is a semi closed map where all type of players will be able to play without giving one of the 3 a big advantage or disadvantage. Archers might be the only ones with an advantage so might need to change some of those spots. The Castle flag spawn is more in favour of inf and archers since the cav has only 2 ways in. The center is probably the most balanced one. The open area is more in favour of cav and archers.
Download Link: Terrain Code:
0x0000000040000500000344d200001a8c00000fa4000028e7
  0
  0
outer_terrain_snow
 

Apfel

Knight at Arms
Charlini said:
Apfel said:

Think the direct x7 masterraces gonna get visual pain with the waterfall though haha

dc0633990f3e857ddc1c4fa63ab8bf85.jpg
I used the one and only direct x9 while creating the map, didnt see this. Considering how many players still dwell in the past of x7( :shifty:) this must be changed.
CarpeDiem said:
I havent played the map yet... do we really need that waterfall though?
No we dont, youre right... i will have to remove the waterfall i spend 30min on and build something else there
Apollo~ said:
CarpeDiem said:
I havent played the map yet... do we really need that waterfall though?

The map can't be called waterfall without a waterfall...
Thanks for pointing that out. Atleast one true masterbrain in this community!
Im just awful in finding names, part of the reason im called Apfel.. we will see, i need to come up with another one youre right
 

jon01

Knight at Arms
Name: Steppe Assault

Type of Map: Open

hot6ppq.jpg


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s8OVUjZ.jpg

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Description:

This is a simple map in the style of Reveran Village, but with visible borders. The terrain is sloped all throughout. There are no interiors or elevation on buildings. It uses the same “steppe” aesthetic as Village.

Download: https://www.mediafire.com/file/e6svyjc4fncp5ei/scn_multi_scene_steppeassault.sco/file

Code:
0x00000001300389800003a4ea000058340000637a0000399b 
  0 
  0 
 outer_terrain_plain
 
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