Hello,
As I promised a while ago, I'm challenging TaleWorlds regarding town scenery. My reason for doing so is the fact that sieging and holding a town for youself does not seem actually rewarding enough. Specifically, from a player's point of view, I'm against splitting the town in multiple scenes that have absolutely nothing to do with each other (center, alley, walls etc). In my opinion, this is a factor that makes me not to struggle for a town, mainly because my area of movement and exploring is heavily restricted by meaningless barriers. Secondly, while sieging a town, I certainly don't like to spawn under the enemy's wall (literally), and it is no fun when you can only move a few dozen square meters on the siege map. In short, there's no freedom, no immersion and no realism. What I want from Bannerlord is a single sandbox scene with everything included (like castles), and much bigger. I want to feel that I'm inside a living town that I can explore as much as I want. Why do I think it might be the same in Bannerlord? Because I saw a screenshot where the town scene seems to be Warband style.
So, after like 3 days of work (with pauses), I have managed to finish this little pearl (with AI meshes included).
The Bowman 说:
Good news. I have finally finished the town. It replaces Sargoth; the work includes the town center, the alley, the store, the tavern and the castle (which were completly remade to fit the barbarian theme).
Download.
I tested it in the siege, and it's really fun. The attacker spawns far on the beach near two ships (pretending that you sailed

) and goes towards the town, which is full of archer points, covering all the front walls. I hope you enjoy it too.
Now, as you can see my scene, I would also like to point out my achievements, compared to the default maps.
1. This is a completly integrated scene. The siege scene, the alley and the center are all the same.
2. The map is not limited to only the town area. You are free to explore where you want hundreds of meters away from the town itself.
3. I tried my best to bring immersion to it. This example has 2 villages around it, a fishing hut, a woodcutter's hut and a tannery.
4. While sieging, you spawn far from the town, right at the edge of the map. In this way, the ranged troops work at their full potential in favour for both defenders and atackers. Moreover, you have all the freedom to move your troops across the map and choose your tactics.
5. During the siege, there are slight differences for the sake of immersion, like some ships at the beaches, which simulates that the atackers have sailed. In the normal scene, the ships are gone, to create the feeling that everything is peaceful.
No, that wasn't done with alien technology. It's just the good old Native Warband. If you complain that the map might lag, you have to note that the devs have a new engine, right?
I'm still going on with the challenge to show you all that a town from Mount&Blade can be more than a few bits of nothing. So far, I hope that one day, a dev will come and post a town scene that woud make my jaw drop one meter below the sea level (

), but for now, I'm trying to convince them to renounce the old way of doing some things.