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-d338p5wKewbaThe 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:
The name of the .sco file should follow the following format:
The name of the text file should follow the same format as the zip file:
The text file should contain the following information, preferably in this format:
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
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
Text file:
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 SHOULD BE RESUBMITTED FOLLOWING THIS FORMAT.
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_*
-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.
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.
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.