[CoMP] Competitive Map Pack - New Thread!

Users who are viewing this thread

MadocComadrin

Water-Borne Annelid
Count
ZVz3Egl.png

What is CoMP?
CoMP is a collection of multiplayer Mount&Blade Warband maps intended for use in a competitive setting (tournaments, scrims, pickups) in Battle mode. This map pack is freely available (see distribution information below) and is made by the community for the community: maps have been designed and contributed by different developers and have been evaluated and refined in conjunction with the competitive community. This purpose of thread is, primarily, to gather feedback about the maps, new map ideas, coordinate play-tests and solicit external submissions to the pack.

Maps and the Module
Individual Maps: https://www.dropbox.com/sh/a7unhr8ewzrc71b/AAAr_uVcSN_W-d338p5wKewba
The whole CoMP module: https://www.dropbox.com/s/bccnpvl9xtktytc/CoMP.zip
The CoMP module-system repository: https://github.com/wbkiss/comp_module
As a zip file: https://github.com/wbkiss/comp_module/archive/master.zip
The CoMP module is based on the ENL Module.
For information on how to integrate a map into your Native server module, please see this tutorial by yours truly: http://forums.taleworlds.com/index.php/topic,131475.0.html
For other information or general modding information, please see the Forge--there's plenty of information and smart forumites available to help you.

History
CoMP started off as PiMP, a map pack for plains-style maps under the direction and control of KissMyAxe (who deserves major props!). KissMyAxe was also in charge of the Battle Innovation Tournament map pack, and after some consideration and consultation with BiT map authors, decided to merge the two, and thus CoMP was born. CoMP maps have been featured in mutiple NA tournaments, such as UNAC. Recently, KissMyAxe passed the torch on to me, and after I few months, I decided to do a major restructuring, which brings us to this thread. While CoMP has mostly been an NA project, I would like to bring in some European voices, ideas and maps.

Map Classification
Maps are categorized in two dimensions: playability and space.
In terms of playability, a map will either appear as Test-ready or Match-ready. Test-ready maps are maps that are viable for competitive play have no or trivial bugs/glitches and has at least minimal aesthetic quality. Match-Ready maps have been tested and played multiple times and have been judged by the community to meet its standards for competitive play. It is hard to define a finite state of match-readiness, so maps may not be featured as Match-ready for quite some time after submission.

In terms of space, a map will be rated 1 through 6, with 1 being Very Closed and 6 being Very Open. For people unfamiliar with the concept, space refers to how a map plays and feels in terms of map design, obstacle use, choke point presence, "lane" size, terrain, team composition and many more characteristics. It's quite a nebulous concept, but useful for designing competitive tourneys.
This rating system was adopted allow tournament makers to use their own classification system (eg. Open/Closed, Open/Mixed/Closed).

Map Submissions
To expedite maintenance of CoMP, map submissions should follow the following format.
Please note that the map "name" is the name used in the module system while "display name" is the name you want the map to be called and is displayed in the admin panel, server messages, etc.
Map screenshots are not required, but are extremely helpful and may be included in a future map catalog.

Single Map Submission
Single map submissions should contain the .sco file and a text file containing map information (described below) in a ZIP file (other compression formats are okay, but ZIP is preferred).

The name of the ZIP file should be the map display name and a timestamp separated by a hyphen like so:
Code:
display_name-YYYYMMDD.zip

The name of the .sco file should follow the following format:
Code:
scn_name.sco

The name of the text file should follow the same format as the zip file:
Code:
map_name-YYYYMMDD.txt

The text file should contain the following information, preferably in this format:
Code:
Name:
Display Name:
Author:
Suggested Space Rating:
Terrain Code:
Outer Terrain:
Supported game modes:
Description(Optional):

Multiple Map Submission
Multiple map submissions should contain all .sco files and text files as described in Single Map Submissions.
All files should be submitted in a ZIP (or other format) file of any name as long as it includes a timestamp in the form YYYYMMDD

Example
Here is an example submission featuring the map Dreiecksdorf
Code:
Dreiecksdorf-20140509.zip
   |
	|-Dreiecksdorf-20140509.txt
	|-scn_multi_dreiecksdorf.sco

Text file:
Code:
Name: multi_dreiecksdorf
Display Name: Dreiecksdorf
Author: Madoc
Suggested Space Rating: 3
Terrain Code: 0x00000000300000000005ad68000041ef00005ae800003c55
Outer Terrain: outer_terrain_plain
Supported game modes: Battle
Description: A enclosed town map with a mix of wide, flat lanes and tight alleys. MoTF spawns are arranged in a triangle, giving the map its namesake.

Submitting Maps
Maps may be subitted by emailing [email protected], PMing me a link, or posting a link in this thread (preferred method is email).

Updating Maps
Using the above formats for map updates is preferred. Sending the updated .sco file is okay, but discouraged.

ATTENTION!
ALL PREVIOUS CoMP MAPS SHOULD BE RESUBMITTED FOLLOWING THIS FORMAT.
Some maps will be carried over if I don't get their resubmissions (especially maps used in current and recent tournaments), but I would like all maps to be resubmitted for both interest and format reasons.
All previous comp maps will be reclassified as Test-ready.

Map Guidelines
Below is a list of guidelines to help makers create viable competitive maps.
-Maps can be of any size as long as they are viable for competitive play. Consider making open maps no bigger than Field by the River.
-Try to trim the size of closed maps to use the least amount of space possible
-Decorate smartly! Competitive players range from minimal DX7 settings to high-res graphics mods.
-Paint your map borders black (unless your map is enclosed). This is not required, but highly suggested. Use a small brush and ground-color-paint with a medium-high opacity.
-Be extremely careful with props (such as haystacks) and water that can completely hide players.
-Think about what ought to be possible on your maps. Test for glitches yourself and place barrier props appropriately and realistically.
-Try to use only good tree props (listed below). Their collision meshes tend to match their visual mesh better than the others.
-Vary  your ground textures. A single, unbroken ground texture can make a map look unfinished.
-Avoid too much symmetry.
-Maps must support at least Battle mode (or duel mode for duel maps).
-No AI mesh is needed as competitive matches do not use bots.
-Maps must be Native compatible. Please use Native props and rely only on existing native scripting.
-Some tournaments feature a forced MoTF spawn at 2:00 minutes remaining. Keep this in mind when designing maps.

Good trees:
-tree_3
-tree_5
-tree_6
-tree_7
-tree_14
-tree_15
-tree_16
-tall_tree
-tree_new_3
-beech
-pine_*

Use and Distribution
CoMP and individual CoMP maps are freely available for use by anyone.

Map makers must agree to the following for each submission:
Submissions may be distributed and used freely either idividually or combined in the CoMP module.
Submissions may undergo minor edits by myself or future maintainers of CoMP. A minor edit is a glitch-fix, performance-fix, slight aesthetic changes or slight positional changes. Major edits will not be done without author permission.
Submissions may be withdrawn by the author at any time; however, the author is responsible for stopping usage from users of previous CoMP versions that may feature that submission.
Submissions may be withdrawn entirely or by a single timestamp.

Users must agree to the following:
You don't charge money for any work or service using the map pack, or any part of thereof.
You provide information about the authors of the maps. This can be done by mentioning/linking to CoMP or by directly mentioning the author.

Duel Maps
As an experiment, CoMP will now be accepting duel maps for duel tournament or other competitive dueling purposes. There are currently no major guidelines for duel maps; although, they may come later. Thanks goes to TGD_Direct for the idea.

 
Map Posts:
Lots of Duel Maps: http://forums.taleworlds.com/index.php/topic,303051.msg7189501.html#msg7189501
Forest Road: http://forums.taleworlds.com/index.php/topic,303051.msg7210192.html#msg7210192
New Nord Town: http://forums.taleworlds.com/index.php/topic,303051.msg7232450.html#msg7232450
Ismirala: http://forums.taleworlds.com/index.php/topic,303051.msg7333456.html#msg7333456
Desolation Valley: http://forum.guardofistiniar.org/index.php?topic=7597.0
Stronghold: http://forum.guardofistiniar.org/index.php?topic=7787.0
Goldrush: http://forum.guardofistiniar.org/index.php?topic=6518.0
 
The old thread still has all the links to the maps and screenshots and such. http://forums.taleworlds.com/index.php/topic,253855.0.html

I'll post screens of my old submissions in the Guild thread later today.
 
Map List

multi_scene_Verovicium_Army_Camp
multi_scene_Pokonji_Dol_Island
multi_scene_HG_Heisenburg
multi_scene_Glitterond_Temple_Summit
multi_scene_Tower_on_the_Hill
multi_scene_Nord_Town
multi_scene_Ramses_Realm
multi_scene_Skada_Arena
multi_scene_Skodja_Clearing

Map Scene Terrain Codes

multi_scene_Verovicium_Army_Camp #Ruins (Direct's Army Camp)

scn_multi_scene_Verovicium_Army_Camp multi_scene_Verovicium_Army_Camp 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001300005000004ed39000058340000637a0000399b
0
0
outer_terrain_plain

Display Name: Verovicium Army Camp
Authour: TGD_Direct
Suggested Space Rating: 5
Support Game Modes: Duel
Description: A enclosed army camp with accessible gates and porticulus gate entry. Central army pavillion seating & entertainment area incl. 3 tier benches for group portraiture. Main centre dueling ground and separate enclosures for 1v1 combatants. Suitable for tournaments, with teleport access from main area to dueling pens.
Features horse spawns & weapon with NeoGk Mod/ Item Refil and First-to-Seven Anvil function with The_Ludus
Compatible with The_Ludus/Neo-GK mod

mb1.jpg


multi_scene_Pokonji_Dol_Island #Village (Bloody Mary's "Pokonji Dol" Island)

scn_multi_scene_Pokonji_Dol_Island multi_scene_Pokonji_Dol_Island 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000033a7946000028ca300007f4a0000479400161992
0
0
sea_outer_terrain_2

Display Name: Pokonji_Dol_Island
Authour: Bloody Mary
Suggested Space Rating: 6
Supported Game Modes: Duel
Description: A watery island, known as Pokonji Dol. Features separate duel enclosure.
Features weapon spawns with NeoGk Mod/ Item Refil and First-to-Seven Anvil function with The_Ludus

mb2.jpg


multi_scene_HG_Heisenburg #Ruined Fort (HG's battle town)

scn_multi_scene_Heisenburg multi_scene_Heisenburg 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001300659630003c8f300003ca000006a8900003c89
0
0
sea_outer_terrain_2

Display Name: Heisenburg
Authour: HG
Suggested Space Rating: 3
Support Game Modes: Battle
Description: A semi-enclosed circular town, Heisenburg is under seige, the defending army has been vanquished and maurauding bands roam the streets in search of plunder & pillage. There are no dead ends in Hesinburg, cavalry rush out of corners at full gallop, archers stalk the ruins. Ambush and outflank your enemy to win.

mb10.jpg


multi_scene_Glitterond_Temple_Summit #Field by River (Direct's Temple Summit)

scn_multi_scene_Glitterond_Temple_Summit multi_scene_Glitterond_Temple_Summit 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000005007b2630003b8f7000055f70000353700004892
0
0
sea_outer_terrain_2

mb3.jpg


Display Name: Glitterond_Temple_Summit
Authour: TGD_Direct
Suggested Space Rating: 3
Support Game Modes: Duel
Description:  Duel high above the plateau of the mountain top or one of the stair cases ascending the summit but watch your footing there are no reprieves for the unwary.  Separate 1v1 arena with invs. barrier in the summit garden. Some pilgrims traavel give offering the goddess Idya and others seek treasure on the legends that Temple Grounds once housed a mythical relic of war. 
Features horse spawns & weapon with NeoGk Mod/ Item Refil and First-to-Seven Anvil function with The_Ludus
Compatible with The_Ludus/Neo-GK mod


multi_scene_Tower_on_the_Hill #Snowy Village (Spec's "Tower on the hill")

scn_multi_scene_Tower_on_the_Hill multi_scene_Tower_on_the_Hill 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001300389800003a4ea000058340000637a0000399b
0
0
outer_terrain_plain

Display Name: Tower_on_the_Hill
Authour: Spec
Suggested Space Rating: 6
Support Game Modes: Duel
Description: The Tower on the hill. Open area duelling field, teleport doors to the tower and separate 1v1 duel arena on the hill top.
Features weapon spawns with NeoGk Mod/ Item Refil and First-to-Seven Anvil function with The_Ludus
Compatible with The_Ludus/Neo-GK mod


mb4.jpg


multi_scene_Nord_Town #Nord Town (Direct's Nord town)

scn_multi_scene_Nord_Town multi_scene_Nord_Town 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000030015f2b000350d4000011a4000017ee000054af 
0
0
outer_terrain_plain

Display Name: Nord Town
Authour: TGD_Direct
Suggested Space Rating: 1
Support Game Modes: Duels/Deathmatch/
Description: Nord town in the time of the Skald, the sea raiders have returned rich with plunder and a feast is prepared in their honour. An old flying disc is laid to rest on the upper floors of the main hold, duel in the open town center or 1v1 in a portculis courtyard.  Suitable for duel or deathmatch.
Features Weapon spawns with NeoGk Mod/ Item Refil and First-to-Seven Anvil function with The_Ludus
Compatible with The_Ludus/Neo-GK mod

mb5.jpg


multi_scene_The_Hall #Port Assault (Snake's "The Hall "Desert Tomb)

scn_multi_scene_The_Hall multi_scene_The_Hall 256 none none 0.000000 0.000000 100.000000 100.000000 -0.500000 0x00000000500005000004210b0000511500003d400000093c
0
0
outer_terrain_desert

Display Name: The_Hall
Authour: Snake
Suggested Space Rating: 5
Support Game Modes: Duel
Description: The Hall of an ancient king, double level enclosed arena, teleport to outer courtyards and arming chambers or 1v1 your opponent in a private duel area within.
Features weapon spawns with NeoGk Mod/ Item Refil and First-to-Seven Anvil function with The_Ludus
Compatible with The_Ludus/Neo-GK mod

mb6.jpg


multi_scene_Ramses_Realm #Battle on Ice (Spec's "Ramses Realm" Desert Pyramid)

scn_multi_scene_Ramses_Realm multi_scene_Ramses_Realm 256 none none 0.000000 0.000000 100.000000 100.000000 -0.500000 0x000000075006c5000002dd560000088f000020c200004231
0
0
outer_terrain_desert

Display Name: Ramses_Realm
Authour: Spec
Suggested Space Rating: 6
Support Game Modes: Duel
Description: Ramses the first, legends say he descended from the sky. An old flying disc is laid on the pyramid summit. Duel in the sands or under the shade of the temple ruins.
Features weapon spawns with NeoGk Mod/ Item Refil and First-to-Seven Anvil function with The_Ludus
Compatible with The_Ludus/Neo-GK mod

mb7.jpg


multi_scene_Skada_Arena #The Arena (Direct's Skada Arena)

scn_multi_scene_Skada_Arena multi_scene_Skada_Arena 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000002200005000005f57b00005885000046bd00006d9c
  0
  0
outer_terrain_plain 

Display Name: Skada_Arena
Authour: TGD_Direct
Suggested Space Rating: 5
Support Game Modes: Duel
Description: Arena map based on open duels, separate tournament area for jousts and archery. For 1v1 duels, a central area with seating is avaliable with invisible barriers and a tournament armoury.
Features weapon spawns with NeoGk Mod/ Item Refil and First-to-Seven Anvil function with The_Ludus
Compatible with The_Ludus/Neo-GK mod

mb8.jpg


multi_scene_Skodja_Clearing #Forest Hideout (Direct's Skodja Clearing)

scn_multi_scene_Skodja_Clearing multi_scene_Skodja_Clearing 4352 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000000b00037630002308c00000c9400005d4c00000f3a
  0
0
outer_terrain_plain

Display Name: Skodja_Clearing
Authour: TGD_Direct
Suggested Space Rating: 4
Support Game Modes: Duel/Ceremony
Description: Skyrim inspired clearing based on forest hideout, Central clearing area for open duels, with many hidden places to explore. A skull and sword is set overlooking the grounds, under its watchful gaze scores of aspirants have grown to become warriors. Legends surrounding the relics tell of an origin belonging to a ancient swordsmen whose feats have since passed into myth. It now keeps watch over clearing, silent and immortal.
Features weapon spawns with NeoGk Mod/ Item Refil and First-to-Seven Anvil function with The_Ludus
Compatible with The_Ludus/Neo-GK mod

mb9.jpg


Map Makers
Direct
Frosty
HG
Spec
Snake

All maps are Neo-GK trigger enabled and are designed for use in duel mode. Credits go to the map makers, Nditions_duel_server, BD_Willow, DBD & Frosty for map making advice & testing.

Download Link
http://www.speedyshare.com/CgfUj/DuelMaps.rar
 
Most of the individual maps are up now. Let me know if the link doesn't work. If you don't see a particular map from the old COMP thread and would still like to see it in the pack, please resubmit it.

@Direct, the duel maps you submitted will be up tonight or tomorrow.
 
Here is an album for New Nord Town: http://imgur.com/a/RmJoQ#0
The Graveyard side of the map is relatively the same, while the other side of the map got some decent updates.

Also, Dreiecksdorf got some official barriers added (and some horses removed), and Swadian Town got a balancing update. I'm also thinking about setting up a map testing tournament to take place at the same time as the UNAC 3 single elims.

Edit: If the next post is mine, I will destroy all of John's tacos. Discuss, suggest, criticize, etc please.
 
With the UNAC single-elimination under way, I'd like to start up a map testing tourney within the next couple of weeks. If you're interested or have maps or suggestions, let me know.

MadocComadrin said:
Edit: If the next post is mine, I will destroy all of John's tacos. Discuss, suggest, criticize, etc please.
:evil:
 
I'm down, but I will be drunk and my hours are strange (i.e. I don't really play during US prime time but rather in the afternoons).

Also, please destroy all of John's tacos despite this post.
 
Just a suggestion. If someone uploads/gives a new map to this pack. Can we get it in an OP post so we won't have to search for it in the thread? It was terribly difficult to find maps and their updates/overviews in previous threads or ENL thread ;_;
 
Yeah, I can make a section in the OP to link to updates and such. Also, the individual maps link should have links to all the versions of the maps submitted since the new thread started.
 
Open up the right-hand side of that map so the bottom spawn can reach the top-right MotF easier. Top spawn has straight, unobstructed paths to all 3 MotFs, but bottom spawn must navigate obstacles to reach all but the middle. It looks like there's a knocked-down fence between two houses going to the right MotF, but knocked-down fences can slow cav and bring infantry to a walking pace. It's a horrid bottleneck in what is otherwise a very open spot.

Speaking of open spots, all of the obvious cover for top spawn is further from MotF spawns than corresponding cover for bottom spawn, except in the middle where that cluster of 3 houses near the pond will surely be contested. This means the team coming from the top spawn will have to cover more open ground when approaching flags two out of three times. Consider shifting the tower down a wee bit, and the house on the left down a little bit as well, or move the tower a bit and move the left MotF flag to a middle point between those clusters of buildings.

Don't move the team spawns unless you move the middle cluster(s) of buildings in such a way that they continue to obstruct the sight line between the spawns.

My two cents, anyway.
 
Back
Top Bottom