Scene Design Contest

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Dejan

Community Manager
WBNWVCM&B
creativecompetition-winter2020-news.jpg

Scene Design Contest Results​

Greetings community!

We've evaluated the 34 submitted scenes and determined the winners of the Bannerlord Creative Competition. It's awesome to see that so many of you have taken up the call, participated in the contest and produced so many different and inspiring scenes. The amount of effort, time and attention to detail that has been put in is certainly reflected in the quality of the scenes. Surprising visual ideas and elements combined with well structured AI meshes that enable fluent gameplay alongside the spice given by new innovative concepts in the design of the scene are what made the judging of the submissions and picking the winners both fun and challenging.

Needless to say, the battle for the top 3 picks was hard-fought with many scenes reaching similar high scores. Without further ado, here are our winners!

Scene Design Contest Winners​

🏅1st place🏅

BeefBacon
Craglowe
🏅2nd place🏅

Yurek
Meteora_Terra
🏅3rd place🏅

Methking
Kingstranding
3beefbacon_craglowe.png

4beefbacon_craglowe.png
7Meteora_Terra_NEW.png

8Meteora_Terra_NEW.png
1scn_methking_kingstranding_V2.png

2scn_methking_kingstranding_V2.png


Scene Design Contest Participants​

(in no particular order)
Klassix
Demestica
Levente
Theloserin
Bullero
Long_island
5Demestica.png

6Demestica.png
9Levente_Theloserin.png

10Levente_Theloserin.png
11Bullero_Long_island.png

12Bullero_Long_island.png
Levente
Zenobia
ToyBoat
Banbeck
Sam2290
Asturica
13Levente_Zenobia.png

14Levente_Zenobia.png
15vlandia_village_g.png

16vlandia_village_g.png
17scn_Asturica.png

18scn_Asturica.png
KingKastro
Lower Table Rock
Kazet
Bog_village
Nordous
Mountain_valley_village
19Lower Table Rock Final.png

20Lower Table Rock Final.png
21bog_village_002.png

22bog_village_002.png
23scn_mountain_valley_village.png

24scn_mountain_valley_village.png
Levente
Singone
Space_Pot8to
Dun Fada
ToyBoat
Bagavi
27Levente_Singone.png

28Levente_Singone.png
29dun_fada.png

30dun_fada.png
31bagavi.png

32bagavi.png
Jerrie
Not Fully Made 2
Gwae
Pyramid_Village
dbwuh
Olive Hill
33Jerrie_Not Fully Made but worth it 2.png

34Jerrie_Not Fully Made but worth it 2.png
35Gwae_Pyramid_Village.png

36Gwae_Pyramid_Village.jpg
37olivehill.png

38olivehill.png
Kingclontrooper
Isle_of_koreon
Khuzait Warrior
Green_River
Swordsman
Swordsman_Village
39Isle_of_koreon.png

40Isle_of_koreon.png
41scn_Green_River_New2.png

42scn_Green_River_New2.png
43scn_SwordsmanVillage.png

44scn_SwordsmanVillage.png
Jerrie
Not Fully Made 1
Timkoe
Village_kaer
rainy-rays
Festival_village
45Jerrie_Not Fully Made but worth it 1.png

46Jerrie_Not Fully Made but worth it 1.png
47village_kaer.png

48village_kaer.png
49festival_village.png

50festival_village.png
Kingclontrooper
Sturgia_village_highland
Kingclontrooper
Hct_imperial_village
Wojski
Slavic_village
51sturgia_village_highland.png

52sturgia_village_highland.png
53hct_imperial_village.png

54hct_imperial_village.png
55slavic_village.png

56slavic_village.png
ChromedDragon
Pheddis
Worlok
VayakVillage
Weasel Logic
Mountainlake
57scn_pheddis11.png

58scn_pheddis11.png
59VayakVillage1.png

60VayakVillage1.png
61scn_mountainlakev3.png

62scn_mountainlakev3.png
KnightinMuddyArmor
Village_Ruin_Castle
Renatu.20
Excalibur
ignazflam
Sea_eye
63Village_Ruin_Castle.png

64Village_Ruin_Castle.png
65excalibur_scn.png

66excalibur_scn.png
67Sea_eye.png

68Sea_eye.png
Andrew Rain
Novoselivka
69scn_novoselivka.png

70scn_novoselivka.png


Congratulations!​

Congratulations to the winners and everyone else that participated, it's a privilege to have a modding community as dedicated and talented as ours! We would be happy to interact with you either here or on the TW Forum - Modding discord and share our feedback on your scenes, just let us know you're interested.

All of the submissions made to the contest are being released as an Open-Source Project (OSP) package, the terms of which are described here. You can find the download to all of the scenes here. Looking forward to seeing them in various mods!

We would also like to extend our gratitude to Macbeth and FoozleMcDoozle who helped with scene evaluation. Additionally, everyone that responded to various modding questions both here on the forums and on the TW Forum - Modding discord did an immense service to the community. Thank you!

We'll be reaching out to the winners of the contest about the prizes.


tw-footer-logo.png
 

NIN3

Developer
NW
Hey!

First of all congratulations to the winners but also all the others that participated in this contest. It was a great pleasure to judge your scenes and see what you all came up with.

We’ve asked contributors if they wanted feedback on their scenes here in this thread. A lot of people came forward and I want to share my feedback for them with this, to maybe give pointers for how to improve these maps and also how my scores came to be. Keep in mind that I am only one of the judges, so other opinions might vary :smile:

Cause this takes a lot of time to do, this post will only handle 4 of the scenes. I'll post the other (requested) ones in the following days!

@Nordous
Visuals:
Your approach and idea is consistently executed throughout the scene. The valley feels very tight and sets a forceful/oppressive tone when walking through the village, while still being wide enough for a village to be in there.

The cliffs, being your main feature could’ve used more details, maybe cliff meshes sticking out, or small terraces where shrubs/pine could get a foothold. A very nice touch is the snow that is present in all seasons. It would’ve been cool to see some difference between spring->summer->fall but its nice as it is.

Ground texture wise you have a lot of blends in between your material layers. Don't be scared to “commit” to a texture for a given place and use “Height Blend”. Its gets especially blurry in winter, also the footsteps feel a bit small.

Big plus for the cool way you have made the cart tracks on your roads. It really makes it clear that the roads aren't just for show and actually used. You can use decals for bridges so they don't stop suddenly.
R7UfC.png

yB6qy.png
Although outside of it, the roads feel kind of empty and flat. You can lower paths in regards to surrounding terrain, add more flora stones on it and use parallax for your textures there. It would make them og a long way, pun not intended.

It also would’ve been nice to break the valley at one point to have a bigger contrasting backdrop like a flatland. Right now the breaks are mostly filled with also very close up mountains.

Your detail work is nice but I guess because of a lack of time you didn't manage to do more detail passes. But because of it parts of the village don't really feel used, they would be doing more with the river, since that's probably the life source of the village. Same for the streets and alleys, there would be more **** there, sometimes quite literally.

Gameplay | Design:
The valley in itself + the river are a great and natural way to guide the player, no one will miss the village or get too disoriented. Although the gameplay suffers from the scene being more condensed than usual. The bandit camps are part of the village and hard to distinguish as a result. And you will quickly explore the place.

You have plenty of tactical positions which is fine, but you have set wrong widths and some wrong tags in the scripts. How “wide” they are doesnt come from scaling the debug objects, but instead from their script. Also you dont really need to place tactical positions out of the reach or defenders.

For the village raids the river helps the gameplay a lot. You have a clear cut between your left and right approach and its really fun to have fights inside of it. You could’ve used more AI barriers around the soil ridges though, AI plummets down there a bit too frequently.

tP4rF.png

The river and the free fall places for AI

The navmesh is alright overall, maybe could be a bit finer around your village details (like carts etc.). Big bonus points for using navmesh costs in the river!

Innovation:
As mentioned the cart paths on the roads are a really cool idea. You even tried to keep them to the width of the actual cart meshes we have in the game.

The earth cliffs around the river are nice as well and you have put cute little chimneys on the houses. But there isn't really much else going on in the scene.

Summary:
Don't be discouraged! I really like your gameplay approach and I am convinced that this can be a great scene if you spend some more time on it.

@Sam2290
Visuals:
Very nice colour palette, it presents the scene in exactly the “light” you would expect from the setting. The grass is a fitting contrast to the redish surroundings, but it sometimes doesnt match the ground it's on.

The arrangement of the cliffs nicely embeds the village area, and the sea backdrop gives a great sense of scale to it. The cliffs as a mian visual feature of the scene have great terracing, that allows for things to be going on there, like flora, buildings and props and the grand aqueduct. The cliffs you used the “terrain” texture on stand out since the texture density and resolution is a lot different to the default ones. I see that you wanted to add some variation to the cliffs, but using world map textures so close to / in the playable is not advisable.

The scene is beautifully detailed, each area is detailed to their purpose and they are clearly distinguishable from another. When exploring the scene the paths guide you through each on of these areas and even if you stroll off to some other points of interest, they had the same amount of detailing love given to them.

The are embedded nicely in the scenery with changing border props. The path itself could have used some more touches, maybe different stone colors, breaks and mud. Overall its pretty solid though and good use of parallax here.
5ybwN.png

Y84n0.png
Winter version is nice, but you missed some details like fruit crate out in the open

Gameplay | Design:
The dried out river serves as a great border to the village. With that river and the big ruined castle in the distance 2 of the common area are very much in view and very different to each other. The 3rd common area lacks a bit and is especially hard to find in summer. Try to break the forest better to give the player some line of sight to it.
The paths are a great help guiding the player as well. It would’ve been nice to make it more obvious when they are leading to the border or a dead end though.

Outside of that all other “Points of Interest” have clearly defined lines of sights while still embedded naturally in the scene.

xtrY9.png

Navmesh is one of the best of the competition. Really detailed with equally sized squares.

You could make better use of the navmesh costs though. Use them as “borders” around rough terrain or steep slopes. You did make use of it a couple of times but only twice would it make any impact, the rest were dead ends.

The tactical regions for the raids are in pretty good positions, but you could’ve placed slightly more. Also big plus for the use of tactical regions!

There is a big lack of barriers blocking areas which the player could abuse. For example the Aqueduct is completely scalable by stairs and ladders, but there are no barriers or navmesh there, AI couldn't follow the player there. Same for most of the boulders in the playable area.

Innovation:
Great amount of innovation in this scene. It's not blown out of proportion and fits the more grounded setting of a village. The area tells a story with old ruins and temples, but also gives an insight to what the villagers are to at the moment, through the aqueduct construction site and the many specific areas of the village that are supported with subtle custom buildings.

Next to the aqueduct, I think the pottery kiln, the small warehouses, the big villa and the house ruin.

There is also a windmill, but just like with the cliffs, it suffers a bit from your texture changes. On the other hand you did a great job with texture changes on the house ruin for example.

3R9Es.png

You can see the texture stretches quite a bit here. Also the top part is see through.
3oxiS.png

Really nice use of custom texture changes!

Summary:
Great scene! With a bit more work and testing of the gameplay and maybe another look at the cliffs this could be a superb scene for any mod to use!

@Bullero
Visuals:
Great colour palette as well as good use of flora. This scene instantly pulls you in its romantic setting and lets you wonder. The backdrop is very fitting and makes the area look grand. The forested beaches serve as great natural borders without being too limiting to what's going inside the scene.

The common areas and other points of interest all have some nice details going on in them. The hunters cabin in the woods. Also the details in the main village are great. Good use of decals to break the repetitiveness in the village.

b-KwN.png

Hunters cabin

You could use the tree_far_a prefab behind your forests. It's a big performance saver and prevents lights from shining through trees, revealing the “emptiness” behind.

Good use of terrain height on paths and some nice transitions to the surroundings, but the path itself is missing some stones and parallax to break it up.

Gameplay | Design:
The common area on the island has been fitted to the more urban setting there, but is still clearly bordered off by fences and the “gate house”.

The other 2 common areas are off the island and in themselves in a fitting position. But both of them have line of sight issues, since the “natural borders” of the scene intersect with them. You tried to draw the eye to the “ruin” one, with placing a big arch in front of it, but there is no clear path leading to it, so it could just be part of the backdrop, just like all the other forested beaches around the scene. The other one is hidden behind the forested part of the island.

Otherwise all points of interests are clear and the terrain invites the player to explore the scene.

The navmesh overall is pretty solid, but watch out with splitting paths to much, its makes NPCs walk on the edges off the path a lot and rub themselves against fences and walls. Also some fences need more breaks in them to not be such huge obstacles in raids for AI, while easily jumpable for the player. Same goes for barrier usage, that block off areas reachable by players but are not on navmesh.
Good use of barriers on the lake and bridge though.
AQOF-.png

Overall, outside of the criticism above this scene has great gameplay, especially during raids. Good tactical positions and regions. But mostly the approach during the raid and the clear advantage points in the village make it a real pleasure to raid!

Innovation:
Some nice custom buildings inside the village, with varying but always good interior details. The logging camp across the back bridge is a great fitting idea and very well executed. Love that ship crossing point, not only there this scene shows that you clearly envisioned what life in the village would’ve looked like and what structures they would build and where.

D-VpS.png

The cool ship bridge crossing

Still there could be a bit more going on with the empty spaces, especially on the main land of the big bridge.

Summary:
The interesting terrain makes it naturally nice to explore and provides great gameplay for fights. Maybe go over the navmesh again and optimize the gameplay with some barriers. But this is already an amazing scene. Great work!

@Methking
Visuals:
Lovely scene where everything from the visuals clogs together, to create a very solid and coherent look. Because of blending with meshes and terrain nothing really looks out of place and pops out, but just fits.
3zl0o.png

Using earth cliffs to blend in meshes


Flora density changes depending on the area and the grass fits the terrain (color) below.

The small river is neatly integrated along the starting path, popping below and around the path, is a great introduction to the village.

For the different seasons you spent a lot of time on assets to make them fit, especially about the watermill and the charcoal kiln. There are some issues though with snow below roofs and other minor winter details. Maybe have a winter only layer that is mud without snow and paint it below roofs and such.
iQS9_.png

8bShb.png

Some more minor problems, the water looks a bit tropical on the lakes, maybe make it more muddy and less greenish blue. Also the beach seems a bit empty.

Gameplay | Design:
Civilian spawns are nicely spread throughout the village. The player start, instantly gives a good view and impression of the scene. The river leads you into the village before it end in the watermill, so leading the player from the wilderness into the more urban village area.

Many detail sounds are used in fitting positions, which bring a lot to the scene.

The navmesh is solid, but below the ground a lot of the time and sometimes too close to meshes, so agents get stuck. Good use of barricades to block inaccessible areas.

The tactical positions are well placed but there are too many of them. Maybe reduce the count and remove the tactical positions outside of the raid area and put focus on the crucial ones. Also use tactical regions.

Outside of that, because of the terrain and structures inside the village, this is one of the most enjoyable scenes to raid. The scene gives the player a lot of approach possibilities, it's nice to see that the reinforcements positions are next to the boats and buildings where they make sense.

There is some line of sight issues with the scene though. The points of interest don't really stand out, if you approach the village, half of it is hidden behind the ridge while it was hidden behind trees before. The common areas are really far off and hard to spot by themselves.

Innovation:
Loads of custom details, like the charcoal kiln, the interior tavern, the water mill and actually most of the things along the river. These details also change with each season so this scene does not only work in summer. Some nice cute touches like the floating boat in the lake and some cool easter eggs throughout.

Some textures on your custom buildings (like the tent one) are a bit stretched though.

A big stand out innovation is how you applied moss to cliff and buildings,by duplicating them ,giving the duplicate the moss texture and then moving it to the same positions (slightly scaled up). Such a smart way to blend these with the mossy environment. Also like mentioned above great blending of buildings with the earth cliffs. Also these change with each season.

8Xsmy.png

IaHca.png

Shoutout to the flie detail sound, being thrown around by using the wave floater script. I can't confirm that it works though.

Summary:
The details and innovations blend perfectly in making this scene feel very complete and solid. Gameplay wise this scene offers one of the best raid experience, outside of the line of sight issues. Without problem I see this scene used in many mods as it's also not too fantastical to be hard to reuse. Very solid work!
 
Last edited:

Kazet

Recruit
Hi there,
Congrats to everyone again !
@NIN3 I would really like feedback on my map (Kazet - Bog_village) if you are not crumbling under requests too much.
 

Nordous

Sergeant Knight
Hey!

First of all congratulations to the winners but also all the others that participated in this contest. It was a great pleasure to judge your scenes and see what you all came up with.

We’ve asked contributors if they wanted feedback on their scenes here in this thread. A lot of people came forward and I want to share my feedback for them with this, to maybe give pointers for how to improve these maps and also how my scores came to be. Keep in mind that I am only one of the judges, so other opinions might vary :smile:

Cause this takes a lot of time to do, this post will only handle 4 of the scenes. I'll post the other (requested) ones in the following days!

@Nordous
Visuals:
Your approach and idea is consistently executed throughout the scene. The valley feels very tight and sets a forceful/oppressive tone when walking through the village, while still being wide enough for a village to be in there.

The cliffs, being your main feature could’ve used more details, maybe cliff meshes sticking out, or small terraces where shrubs/pine could get a foothold. A very nice touch is the snow that is present in all seasons. It would’ve been cool to see some difference between spring->summer->fall but its nice as it is.

Ground texture wise you have a lot of blends in between your material layers. Don't be scared to “commit” to a texture for a given place and use “Height Blend”. Its gets especially blurry in winter, also the footsteps feel a bit small.

Big plus for the cool way you have made the cart tracks on your roads. It really makes it clear that the roads aren't just for show and actually used. You can use decals for bridges so they don't stop suddenly.
R7UfC.png

yB6qy.png
Although outside of it, the roads feel kind of empty and flat. You can lower paths in regards to surrounding terrain, add more flora stones on it and use parallax for your textures there. It would make them og a long way, pun not intended.

It also would’ve been nice to break the valley at one point to have a bigger contrasting backdrop like a flatland. Right now the breaks are mostly filled with also very close up mountains.

Your detail work is nice but I guess because of a lack of time you didn't manage to do more detail passes. But because of it parts of the village don't really feel used, they would be doing more with the river, since that's probably the life source of the village. Same for the streets and alleys, there would be more **** there, sometimes quite literally.

Gameplay | Design:
The valley in itself + the river are a great and natural way to guide the player, no one will miss the village or get too disoriented. Although the gameplay suffers from the scene being more condensed than usual. The bandit camps are part of the village and hard to distinguish as a result. And you will quickly explore the place.

You have plenty of tactical positions which is fine, but you have set wrong widths and some wrong tags in the scripts. How “wide” they are doesnt come from scaling the debug objects, but instead from their script. Also you dont really need to place tactical positions out of the reach or defenders.

For the village raids the river helps the gameplay a lot. You have a clear cut between your left and right approach and its really fun to have fights inside of it. You could’ve used more AI barriers around the soil ridges though, AI plummets down there a bit too frequently.

tP4rF.png

The river and the free fall places for AI

The navmesh is alright overall, maybe could be a bit finer around your village details (like carts etc.). Big bonus points for using navmesh costs in the river!

Innovation:
As mentioned the cart paths on the roads are a really cool idea. You even tried to keep them to the width of the actual cart meshes we have in the game.

The earth cliffs around the river are nice as well and you have put cute little chimneys on the houses. But there isn't really much else going on in the scene.

Summary:
Don't be discouraged! I really like your gameplay approach and I am convinced that this can be a great scene if you spend some more time on it.

@Sam2290
Visuals:
Very nice colour palette, it presents the scene in exactly the “light” you would expect from the setting. The grass is a fitting contrast to the redish surroundings, but it sometimes doesnt match the ground it's on.

The arrangement of the cliffs nicely embeds the village area, and the sea backdrop gives a great sense of scale to it. The cliffs as a mian visual feature of the scene have great terracing, that allows for things to be going on there, like flora, buildings and props and the grand aqueduct. The cliffs you used the “terrain” texture on stand out since the texture density and resolution is a lot different to the default ones. I see that you wanted to add some variation to the cliffs, but using world map textures so close to / in the playable is not advisable.

The scene is beautifully detailed, each area is detailed to their purpose and they are clearly distinguishable from another. When exploring the scene the paths guide you through each on of these areas and even if you stroll off to some other points of interest, they had the same amount of detailing love given to them.

The are embedded nicely in the scenery with changing border props. The path itself could have used some more touches, maybe different stone colors, breaks and mud. Overall its pretty solid though and good use of parallax here.
5ybwN.png

Y84n0.png
Winter version is nice, but you missed some details like fruit crate out in the open

Gameplay | Design:
The dried out river serves as a great border to the village. With that river and the big ruined castle in the distance 2 of the common area are very much in view and very different to each other. The 3rd common area lacks a bit and is especially hard to find in summer. Try to break the forest better to give the player some line of sight to it.
The paths are a great help guiding the player as well. It would’ve been nice to make it more obvious when they are leading to the border or a dead end though.

Outside of that all other “Points of Interest” have clearly defined lines of sights while still embedded naturally in the scene.

xtrY9.png

Navmesh is one of the best of the competition. Really detailed with equally sized squares.

You could make better use of the navmesh costs though. Use them as “borders” around rough terrain or steep slopes. You did make use of it a couple of times but only twice would it make any impact, the rest were dead ends.

The tactical regions for the raids are in pretty good positions, but you could’ve placed slightly more. Also big plus for the use of tactical regions!

There is a big lack of barriers blocking areas which the player could abuse. For example the Aqueduct is completely scalable by stairs and ladders, but there are no barriers or navmesh there, AI couldn't follow the player there. Same for most of the boulders in the playable area.

Innovation:
Great amount of innovation in this scene. It's not blown out of proportion and fits the more grounded setting of a village. The area tells a story with old ruins and temples, but also gives an insight to what the villagers are to at the moment, through the aqueduct construction site and the many specific areas of the village that are supported with subtle custom buildings.

Next to the aqueduct, I think the pottery kiln, the small warehouses, the big villa and the house ruin.

There is also a windmill, but just like with the cliffs, it suffers a bit from your texture changes. On the other hand you did a great job with texture changes on the house ruin for example.

3R9Es.png

You can see the texture stretches quite a bit here. Also the top part is see through.
3oxiS.png

Really nice use of custom texture changes!

Summary:
Great scene! With a bit more work and testing of the gameplay and maybe another look at the cliffs this could be a superb scene for any mod to use!

@Bullero
Visuals:
Great colour palette as well as good use of flora. This scene instantly pulls you in its romantic setting and lets you wonder. The backdrop is very fitting and makes the area look grand. The forested beaches serve as great natural borders without being too limiting to what's going inside the scene.

The common areas and other points of interest all have some nice details going on in them. The hunters cabin in the woods. Also the details in the main village are great. Good use of decals to break the repetitiveness in the village.

b-KwN.png

Hunters cabin

You could use the tree_far_a prefab behind your forests. It's a big performance saver and prevents lights from shining through trees, revealing the “emptiness” behind.

Good use of terrain height on paths and some nice transitions to the surroundings, but the path itself is missing some stones and parallax to break it up.

Gameplay | Design:
The common area on the island has been fitted to the more urban setting there, but is still clearly bordered off by fences and the “gate house”.

The other 2 common areas are off the island and in themselves in a fitting position. But both of them have line of sight issues, since the “natural borders” of the scene intersect with them. You tried to draw the eye to the “ruin” one, with placing a big arch in front of it, but there is no clear path leading to it, so it could just be part of the backdrop, just like all the other forested beaches around the scene. The other one is hidden behind the forested part of the island.

Otherwise all points of interests are clear and the terrain invites the player to explore the scene.

The navmesh overall is pretty solid, but watch out with splitting paths to much, its makes NPCs walk on the edges off the path a lot and rub themselves against fences and walls. Also some fences need more breaks in them to not be such huge obstacles in raids for AI, while easily jumpable for the player. Same goes for barrier usage, that block off areas reachable by players but are not on navmesh.
Good use of barriers on the lake and bridge though.
AQOF-.png

Overall, outside of the criticism above this scene has great gameplay, especially during raids. Good tactical positions and regions. But mostly the approach during the raid and the clear advantage points in the village make it a real pleasure to raid!

Innovation:
Some nice custom buildings inside the village, with varying but always good interior details. The logging camp across the back bridge is a great fitting idea and very well executed. Love that ship crossing point, not only there this scene shows that you clearly envisioned what life in the village would’ve looked like and what structures they would build and where.

D-VpS.png

The cool ship bridge crossing

Still there could be a bit more going on with the empty spaces, especially on the main land of the big bridge.

Summary:
The interesting terrain makes it naturally nice to explore and provides great gameplay for fights. Maybe go over the navmesh again and optimize the gameplay with some barriers. But this is already an amazing scene. Great work!

@Methking
Visuals:
Lovely scene where everything from the visuals clogs together, to create a very solid and coherent look. Because of blending with meshes and terrain nothing really looks out of place and pops out, but just fits.
3zl0o.png

Using earth cliffs to blend in meshes


Flora density changes depending on the area and the grass fits the terrain (color) below.

The small river is neatly integrated along the starting path, popping below and around the path, is a great introduction to the village.

For the different seasons you spent a lot of time on assets to make them fit, especially about the watermill and the charcoal kiln. There are some issues though with snow below roofs and other minor winter details. Maybe have a winter only layer that is mud without snow and paint it below roofs and such.
iQS9_.png

8bShb.png

Some more minor problems, the water looks a bit tropical on the lakes, maybe make it more muddy and less greenish blue. Also the beach seems a bit empty.

Gameplay | Design:
Civilian spawns are nicely spread throughout the village. The player start, instantly gives a good view and impression of the scene. The river leads you into the village before it end in the watermill, so leading the player from the wilderness into the more urban village area.

Many detail sounds are used in fitting positions, which bring a lot to the scene.

The navmesh is solid, but below the ground a lot of the time and sometimes too close to meshes, so agents get stuck. Good use of barricades to block inaccessible areas.

The tactical positions are well placed but there are too many of them. Maybe reduce the count and remove the tactical positions outside of the raid area and put focus on the crucial ones. Also use tactical regions.

Outside of that, because of the terrain and structures inside the village, this is one of the most enjoyable scenes to raid. The scene gives the player a lot of approach possibilities, it's nice to see that the reinforcements positions are next to the boats and buildings where they make sense.

There is some line of sight issues with the scene though. The points of interest don't really stand out, if you approach the village, half of it is hidden behind the ridge while it was hidden behind trees before. The common areas are really far off and hard to spot by themselves.

Innovation:
Loads of custom details, like the charcoal kiln, the interior tavern, the water mill and actually most of the things along the river. These details also change with each season so this scene does not only work in summer. Some nice cute touches like the floating boat in the lake and some cool easter eggs throughout.

Some textures on your custom buildings (like the tent one) are a bit stretched though.

A big stand out innovation is how you applied moss to cliff and buildings,by duplicating them ,giving the duplicate the moss texture and then moving it to the same positions (slightly scaled up). Such a smart way to blend these with the mossy environment. Also like mentioned above great blending of buildings with the earth cliffs. Also these change with each season.

8Xsmy.png

IaHca.png

Shoutout to the flie detail sound, being thrown around by using the wave floater script. I can't confirm that it works though.

Summary:
The details and innovations blend perfectly in making this scene feel very complete and solid. Gameplay wise this scene offers one of the best raid experience, outside of the line of sight issues. Without problem I see this scene used in many mods as it's also not too fantastical to be hard to reuse. Very solid work!

@NIN3, thank you for this amazingly written follow-up. Every point 100% helps to improve some scene aspect. The only objection I have is that the snow is lower on the mountains in Winter season, but it's still a flaw if it's not noticeable.

Participation was very fun, the competition was extremely healthy and people helpful. I'd point out that scene flaws are not really a time issue but it's rather fatigue that comes with the learning curve steepnes. A few more projects finished beforehand would give a very solid improvement over my current contest scene, and the scening time is eventually spent much more effecient as you practice.

Congratulations to the winners! Totally deserved, It's cool to have an opportunity to learn from and with you. A big shout out to all the helpful folks who hang out on Discord, you are truly the best. I'm very excited to contribute to total conversion mods with my scenes now, the contest experience was essential to get confidence and motivation!
 
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dijiTurk

Sergeant Knight
WBNWVCM&BWF&S
I visited each scenes.. Took screenshots.. And uploaded them.. If you want to see which frames i took.. You can check it:


(pass is " 666 " . and, i'm warning, be careful there! )


btw i made my legendary/epic/good orders..:
0WWja.jpg
(these are just my order & only focuses on overall landscape)
 
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Gwae

Recruit
Hey!

First of all congratulations to the winners but also all the others that participated in this contest. It was a great pleasure to judge your scenes and see what you all came up with.

We’ve asked contributors if they wanted feedback on their scenes here in this thread. A lot of people came forward and I want to share my feedback for them with this, to maybe give pointers for how to improve these maps and also how my scores came to be. Keep in mind that I am only one of the judges, so other opinions might vary :smile:

Cause this takes a lot of time to do, this post will only handle 4 of the scenes. I'll post the other (requested) ones in the following days!

@Nordous
Visuals:
Your approach and idea is consistently executed throughout the scene. The valley feels very tight and sets a forceful/oppressive tone when walking through the village, while still being wide enough for a village to be in there.

The cliffs, being your main feature could’ve used more details, maybe cliff meshes sticking out, or small terraces where shrubs/pine could get a foothold. A very nice touch is the snow that is present in all seasons. It would’ve been cool to see some difference between spring->summer->fall but its nice as it is.

Ground texture wise you have a lot of blends in between your material layers. Don't be scared to “commit” to a texture for a given place and use “Height Blend”. Its gets especially blurry in winter, also the footsteps feel a bit small.

Big plus for the cool way you have made the cart tracks on your roads. It really makes it clear that the roads aren't just for show and actually used. You can use decals for bridges so they don't stop suddenly.
R7UfC.png

yB6qy.png
Although outside of it, the roads feel kind of empty and flat. You can lower paths in regards to surrounding terrain, add more flora stones on it and use parallax for your textures there. It would make them og a long way, pun not intended.

It also would’ve been nice to break the valley at one point to have a bigger contrasting backdrop like a flatland. Right now the breaks are mostly filled with also very close up mountains.

Your detail work is nice but I guess because of a lack of time you didn't manage to do more detail passes. But because of it parts of the village don't really feel used, they would be doing more with the river, since that's probably the life source of the village. Same for the streets and alleys, there would be more **** there, sometimes quite literally.

Gameplay | Design:
The valley in itself + the river are a great and natural way to guide the player, no one will miss the village or get too disoriented. Although the gameplay suffers from the scene being more condensed than usual. The bandit camps are part of the village and hard to distinguish as a result. And you will quickly explore the place.

You have plenty of tactical positions which is fine, but you have set wrong widths and some wrong tags in the scripts. How “wide” they are doesnt come from scaling the debug objects, but instead from their script. Also you dont really need to place tactical positions out of the reach or defenders.

For the village raids the river helps the gameplay a lot. You have a clear cut between your left and right approach and its really fun to have fights inside of it. You could’ve used more AI barriers around the soil ridges though, AI plummets down there a bit too frequently.

tP4rF.png

The river and the free fall places for AI

The navmesh is alright overall, maybe could be a bit finer around your village details (like carts etc.). Big bonus points for using navmesh costs in the river!

Innovation:
As mentioned the cart paths on the roads are a really cool idea. You even tried to keep them to the width of the actual cart meshes we have in the game.

The earth cliffs around the river are nice as well and you have put cute little chimneys on the houses. But there isn't really much else going on in the scene.

Summary:
Don't be discouraged! I really like your gameplay approach and I am convinced that this can be a great scene if you spend some more time on it.

@Sam2290
Visuals:
Very nice colour palette, it presents the scene in exactly the “light” you would expect from the setting. The grass is a fitting contrast to the redish surroundings, but it sometimes doesnt match the ground it's on.

The arrangement of the cliffs nicely embeds the village area, and the sea backdrop gives a great sense of scale to it. The cliffs as a mian visual feature of the scene have great terracing, that allows for things to be going on there, like flora, buildings and props and the grand aqueduct. The cliffs you used the “terrain” texture on stand out since the texture density and resolution is a lot different to the default ones. I see that you wanted to add some variation to the cliffs, but using world map textures so close to / in the playable is not advisable.

The scene is beautifully detailed, each area is detailed to their purpose and they are clearly distinguishable from another. When exploring the scene the paths guide you through each on of these areas and even if you stroll off to some other points of interest, they had the same amount of detailing love given to them.

The are embedded nicely in the scenery with changing border props. The path itself could have used some more touches, maybe different stone colors, breaks and mud. Overall its pretty solid though and good use of parallax here.
5ybwN.png

Y84n0.png
Winter version is nice, but you missed some details like fruit crate out in the open

Gameplay | Design:
The dried out river serves as a great border to the village. With that river and the big ruined castle in the distance 2 of the common area are very much in view and very different to each other. The 3rd common area lacks a bit and is especially hard to find in summer. Try to break the forest better to give the player some line of sight to it.
The paths are a great help guiding the player as well. It would’ve been nice to make it more obvious when they are leading to the border or a dead end though.

Outside of that all other “Points of Interest” have clearly defined lines of sights while still embedded naturally in the scene.

xtrY9.png

Navmesh is one of the best of the competition. Really detailed with equally sized squares.

You could make better use of the navmesh costs though. Use them as “borders” around rough terrain or steep slopes. You did make use of it a couple of times but only twice would it make any impact, the rest were dead ends.

The tactical regions for the raids are in pretty good positions, but you could’ve placed slightly more. Also big plus for the use of tactical regions!

There is a big lack of barriers blocking areas which the player could abuse. For example the Aqueduct is completely scalable by stairs and ladders, but there are no barriers or navmesh there, AI couldn't follow the player there. Same for most of the boulders in the playable area.

Innovation:
Great amount of innovation in this scene. It's not blown out of proportion and fits the more grounded setting of a village. The area tells a story with old ruins and temples, but also gives an insight to what the villagers are to at the moment, through the aqueduct construction site and the many specific areas of the village that are supported with subtle custom buildings.

Next to the aqueduct, I think the pottery kiln, the small warehouses, the big villa and the house ruin.

There is also a windmill, but just like with the cliffs, it suffers a bit from your texture changes. On the other hand you did a great job with texture changes on the house ruin for example.

3R9Es.png

You can see the texture stretches quite a bit here. Also the top part is see through.
3oxiS.png

Really nice use of custom texture changes!

Summary:
Great scene! With a bit more work and testing of the gameplay and maybe another look at the cliffs this could be a superb scene for any mod to use!

@Bullero
Visuals:
Great colour palette as well as good use of flora. This scene instantly pulls you in its romantic setting and lets you wonder. The backdrop is very fitting and makes the area look grand. The forested beaches serve as great natural borders without being too limiting to what's going inside the scene.

The common areas and other points of interest all have some nice details going on in them. The hunters cabin in the woods. Also the details in the main village are great. Good use of decals to break the repetitiveness in the village.

b-KwN.png

Hunters cabin

You could use the tree_far_a prefab behind your forests. It's a big performance saver and prevents lights from shining through trees, revealing the “emptiness” behind.

Good use of terrain height on paths and some nice transitions to the surroundings, but the path itself is missing some stones and parallax to break it up.

Gameplay | Design:
The common area on the island has been fitted to the more urban setting there, but is still clearly bordered off by fences and the “gate house”.

The other 2 common areas are off the island and in themselves in a fitting position. But both of them have line of sight issues, since the “natural borders” of the scene intersect with them. You tried to draw the eye to the “ruin” one, with placing a big arch in front of it, but there is no clear path leading to it, so it could just be part of the backdrop, just like all the other forested beaches around the scene. The other one is hidden behind the forested part of the island.

Otherwise all points of interests are clear and the terrain invites the player to explore the scene.

The navmesh overall is pretty solid, but watch out with splitting paths to much, its makes NPCs walk on the edges off the path a lot and rub themselves against fences and walls. Also some fences need more breaks in them to not be such huge obstacles in raids for AI, while easily jumpable for the player. Same goes for barrier usage, that block off areas reachable by players but are not on navmesh.
Good use of barriers on the lake and bridge though.
AQOF-.png

Overall, outside of the criticism above this scene has great gameplay, especially during raids. Good tactical positions and regions. But mostly the approach during the raid and the clear advantage points in the village make it a real pleasure to raid!

Innovation:
Some nice custom buildings inside the village, with varying but always good interior details. The logging camp across the back bridge is a great fitting idea and very well executed. Love that ship crossing point, not only there this scene shows that you clearly envisioned what life in the village would’ve looked like and what structures they would build and where.

D-VpS.png

The cool ship bridge crossing

Still there could be a bit more going on with the empty spaces, especially on the main land of the big bridge.

Summary:
The interesting terrain makes it naturally nice to explore and provides great gameplay for fights. Maybe go over the navmesh again and optimize the gameplay with some barriers. But this is already an amazing scene. Great work!

@Methking
Visuals:
Lovely scene where everything from the visuals clogs together, to create a very solid and coherent look. Because of blending with meshes and terrain nothing really looks out of place and pops out, but just fits.
3zl0o.png

Using earth cliffs to blend in meshes


Flora density changes depending on the area and the grass fits the terrain (color) below.

The small river is neatly integrated along the starting path, popping below and around the path, is a great introduction to the village.

For the different seasons you spent a lot of time on assets to make them fit, especially about the watermill and the charcoal kiln. There are some issues though with snow below roofs and other minor winter details. Maybe have a winter only layer that is mud without snow and paint it below roofs and such.
iQS9_.png

8bShb.png

Some more minor problems, the water looks a bit tropical on the lakes, maybe make it more muddy and less greenish blue. Also the beach seems a bit empty.

Gameplay | Design:
Civilian spawns are nicely spread throughout the village. The player start, instantly gives a good view and impression of the scene. The river leads you into the village before it end in the watermill, so leading the player from the wilderness into the more urban village area.

Many detail sounds are used in fitting positions, which bring a lot to the scene.

The navmesh is solid, but below the ground a lot of the time and sometimes too close to meshes, so agents get stuck. Good use of barricades to block inaccessible areas.

The tactical positions are well placed but there are too many of them. Maybe reduce the count and remove the tactical positions outside of the raid area and put focus on the crucial ones. Also use tactical regions.

Outside of that, because of the terrain and structures inside the village, this is one of the most enjoyable scenes to raid. The scene gives the player a lot of approach possibilities, it's nice to see that the reinforcements positions are next to the boats and buildings where they make sense.

There is some line of sight issues with the scene though. The points of interest don't really stand out, if you approach the village, half of it is hidden behind the ridge while it was hidden behind trees before. The common areas are really far off and hard to spot by themselves.

Innovation:
Loads of custom details, like the charcoal kiln, the interior tavern, the water mill and actually most of the things along the river. These details also change with each season so this scene does not only work in summer. Some nice cute touches like the floating boat in the lake and some cool easter eggs throughout.

Some textures on your custom buildings (like the tent one) are a bit stretched though.

A big stand out innovation is how you applied moss to cliff and buildings,by duplicating them ,giving the duplicate the moss texture and then moving it to the same positions (slightly scaled up). Such a smart way to blend these with the mossy environment. Also like mentioned above great blending of buildings with the earth cliffs. Also these change with each season.

8Xsmy.png

IaHca.png

Shoutout to the flie detail sound, being thrown around by using the wave floater script. I can't confirm that it works though.

Summary:
The details and innovations blend perfectly in making this scene feel very complete and solid. Gameplay wise this scene offers one of the best raid experience, outside of the line of sight issues. Without problem I see this scene used in many mods as it's also not too fantastical to be hard to reuse. Very solid work!
Could I get some feedback also? Thanks
 
I visited each scenes.. Took screenshots.. And uploaded them.. If you want to see which frames i took.. You can check it:


(pass is " 666 " . and, i'm warning, be careful there! )


btw i made my legendary/epic/good orders..:
0WWja.jpg

(these are just my order & only focuses on overall landscape)
Thank you for taking your time and effort to make pictures of the contest scenes! They might prove to be entertaining and useful for curious people who do not possess means to either run Bannerlord or visit the scenes themselves. However, I would like to ask you a question whether you can upload the pictures to an image hosting website; that would prove to be convenient and would come in handy. Then, you could post the pictures in spoilers or contain them in a gallery linked from here.
 

NIN3

Developer
NW
Hey, dropping the 2nd batch of feedback for the scene contest. All three of those scenes today are really cool, was a pleassure to go through them! Thank you all for participating.

Hope you like it, sorry for the delay. Will do the other ones and the requested PM’s in the coming days. Also @cuce will be helping me out with some feedback.

@Klassix
Demestica

Visuals:
Lovely empire village, with a deep valley river running through. The farms and village layout feels really natural, every house tells its own story, from the butcher to the carpenter, along the small markets on the main road.

Overall the detail work outside of the village is really good as well. The common areas feel used and many small interesting spots are sprinkled around the scene to explore.

The color palette is consistent, just that the grass doesn't match the ground sometimes. The cliffs are nicely fitted in mostly, but you used some blocky world map meshes in the river and some cliffs dont connect to the ground/river bed. Some terrain slopes could’ve used mesh cliffs.
kulTP.png

Soil pokes out and the grass meshes stand out on them since the colors are different

Hi2-B.png

I tried to define the “grass” and “soil” areas more. You chose to have your flora layer together with a texture. Usually I try to avoid it so I can paint the terrain texture grass and flora meshes separately. As you can see there is still soil poking through at some places because of that texture.

The shrubs going up the mountains are a great touch and really add life to the backdrop. Same goes for the distant mountains on the seaside.

There are some issues with the winter version, like snow inside buildings / below roofs.

Great use of parallax, especially on the stone paths.

Gameplay | Design:
You worked very well with lights to highlight important paths to the common areas at night. Still two of the three barely have line of sight to the village, without being proper landmarks, making it hard to guess where they are. Actually the lit up paths makes them easier to find during night.

Some accessible areas don't have navmesh. The barriers around the river are good, but they are missing in inland cliffs. Great barriers around places the player could abuse, big plus for that! Make sure that you dont set these barriers to block “Everything” but to “Only Agents''. Otherwise missiles can't pass it and will get blocked by thin air.
JG98L.png

Check the inspector (right), use "Only Agents" instead.

The spawns positions for villagers and the raid ones are good. The fighting arfea feels great, with well placed tactical positions. But you forgot to use the slope value on them, so the AI cant access which ones are best to hold.

Innovation:
The nice backdrop is enriched by 2 groups of ships moving along on paths. They add a great depth and sense of scale to the sea, even at night.
gH1zM.png


There are cool custom buildings like the silo and that very nice ritual site inside the swamp.

The fireflies moving on paths in different locations to add some movement is a great little touch. Definitely something to repeat in other scenes as well!

Summary:
Lovely scene! The visual problems are minor and looking at your skills will be easy enough to fix. Just look into the navmesh, tactical positions again and maybe cut some trees to make the common areas more visible. Otherwise this is a great looking scene that is super fun to explore and fight in!

@KingKastro
Visuals:
A really grand scene with many places to explore. It changes it’s “face” a lot of times, from the dark cave/mine, to the fantastical looking top village and the lonely farm houses in the forest around.

Sadly there is a general lack of details in the scene on and off the roads. This is especially obvious at the starting area, where the lonely houses are even more lonely, with not much life in the form of details around them. It made a bit worse that this is the starting area, giving a different bad impression, while you actually have very nicely detailed areas in the scene like the village tower, the caves/mine and the common areas.

The village center really stands out, the arrangement is really wide with a lot of empty open spaces between the buildings and a huge road. It reminds of a old school MMO town, a really cool MMO town but also a bit out of place. There is a lot of texture tiling on the main road, I would suggest you move buildings closer together and break the road more, with mud/no pavement parts. Something like this maybe:
sGu-B.png

Before.

mVFbg.png

After. I tried to tigthen the road a bit, but still so carts can pass. Also added some soil/mud brakes to it, too have it tile less. Forgot to move the flora infront of the house, but you can get the idea hopefully.

The terrain itself is the biggest selling point of the scene. The grand u formed with the village in the middle, with the caves below and the ruined castle on the other side. Also the view from up there is amazing, the layered backdrop really makes this scene feel grand and like a real place.
Qm4EC.png

The View

About the flora. You have a lot of colour variation in your ground flora, it doesn't match the terrain and the flora around it much. Don't be scared to have a more homogeneous looking forest first and then set details later.
mQdgb.png

Before.

mNbjz.png

After. I tried to match the grass and terrain color more, and only have soil in breaks of grass. Also the flora color to each other is a bit more adjusted.

Gameplay | Design:
The navmesh is overall good, especially for a scene of this size you kept your patience making mostly similar sized squares and doing a pretty clean job overall. Just some parts that go past the cliffs and fence (which I assume you placed after you did the navmesh) and some other minor spots stand out badly.

You are missing some villager spawns check the scene check tool.

Overall you did a good job putting barriers on cliffs, preventing abuse and AI falling off. But missed some boulders in the playable area.

The common area in the ruined castle is really easy to spot and an obvious point of interest for the player. The other 2 are kind of hard to find and spot, Ill give you a pass for the cave one, since it has many entrances and the player will stumble across it sooner or later and its honestly a really cool thing to find. The one next to the lakes is too far away from anything though and really hidden.

Also the starting position is really far away. It has a great line of sight to the village and visually is a great entry to the scene.

Innovation:
Overall the terrain is really iconic as described in the visuals section, it invites the players to explore it. You spent a lot of time getting the cave/mine to work. It's probably a bit grander than it needs to be but that's something your scene is going for anyway.

Really smart way to cover up the “hole” in the terrain caused by the caves with the mountain lake/swamp. It's a nice natural border to the village and doesn't feel out of place.
J8JDH.png

Lake on the hill

You have a lot of scaling issues with objects, trying to make them fit. It messes up the textures on them, try to keep assets at the same relative scaling and not scale over one/two axis only.

Summary:
This scene is super interesting. It has one of the coolest terrain and because of it offers beautiful views. Its size made it hard for you to focus on more details, if you want to spend more time on it and focus on flora and details this can be a really great scene.

@Rigo
Visuals:
This scene features a lot of rolling hills, that have nicely fitted in Hobbit houses. The terrain for it feels really natural and just like what you would expect from the shire.
2YEHM.png

Nice rolling hills. The smoke form the chimneys is a bit too much. Looks a bit like Frodo's nightmare came true and orcs already burned the shire.

The grass mesh color doesnt fit the ground grass color. Also some texture transition like for the ground stones should be less done by blur, but use height blend instead.
Bj-Vs.png

See how the stones fade out into a blur (bottom left).

FZqBS.png

Don't be scared to have harder borders there as stones are solid. Also added some soil below the path.

The flora overall fits the setting, but is very repetitive. You could use some highlights in there or non grass areas to break the homogeneity. You have a lot of flora clipping going on with your details around the Hobbit houses.

Generally the details you made around the Hobbit houses are great, but they lack in other places around the scene (along the paths, common areas and outside of the village).

Gameplay | Design:
The big lake in the middle doesnt have navmesh below it nor does it have barriers around it. Make sure you decide if it's gonna be walkable (waist high) with navmesh, or blocked off with a fence and barriers. Otherwise its gonna feel weird to the player and be a pit of abuse in the worst case.

Many other areas are missing barriers as well, like the fence serving as a border to the village.

Generally your navmesh is good, but maybe using nav mesh costs more and make sure its not overlapping with your details as much.

Some of your fenced and low walled areas, don't have enough brakes in them. It will make it easy to abuse for players and is generally a bit annoying in raid battles (as they are easily jumpable, sometimes even walkable for the low stone walls).

Your common areas are a bit hard to make out, except for the tree one which has really good placement. Also you don't have enough spawn points in some of your common areas.

The scene is a great place to have battles in, the hills and valleys allow for nice maneuvering, flanking and positioning. You put good flee lines, but are missing tactical positions and regions.

Innovation:
You have done a great job with the custom hobbit buildings. They feel different enough from each other to not be repetitive and are definitely believable.
n8BaO.png

One of many cool hobbit houses

Sadly there isn't much else going in the scene around them.

Summary:
It's a cute scene! You really managed to convey the feeling of a small Hobbit settlement that fits its houses into the hills. There is a lot to be done for visuals and gameplay, which I guess you didn't have time for when working on it for the contest deadline. The issues are definitely manageable and I think this can become a great scene gameplay wise and visually!
 
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dijiTurk

Sergeant Knight
WBNWVCM&BWF&S
Thank you for taking your time and effort to make pictures of the contest scenes! They might prove to be entertaining and useful for curious people who do not possess means to either run Bannerlord or visit the scenes themselves. However, I would like to ask you a question whether you can upload the pictures to an image hosting website; that would prove to be convenient and would come in handy. Then, you could post the pictures in spoilers or contain them in a gallery linked from here.
I don't know a good place to do it easly(there're many screenshots that i need to upload & organize), and i was pretty tired at the day. So, i just made a package for all screenshots for ppl who interests at a different feedback.

If you advice me an easy website for uploading many images & group them in a gallery. I can give it a try.

Also, the other option is foozlemcdoozle's mod. He said that he may add some selected screenshots from my package to his scene pack at nexusmods https://www.nexusmods.com/mountandblade2bannerlord/mods/2824?tab=description .

I can re-upload package to somewhere else, if anyone still want to see them in package.
 
I don't know a good place to do it easly(there're many screenshots that i need to upload & organize), and i was pretty tired at the day. So, i just made a package for all screenshots for ppl who interests at a different feedback.

If you advice me an easy website for uploading many images & group them in a gallery. I can give it a try.

Also, the other option is foozlemcdoozle's mod. He said that he may add some selected screenshots from my package to his scene pack at nexusmods https://www.nexusmods.com/mountandblade2bannerlord/mods/2824?tab=description .

I can re-upload package to somewhere else, if anyone still want to see them in package.
There are many image hosting sites in the Internet. For instance, Imgur is a popular one which allows to upload pictures into a gallery which can be linked from anywhere. I use PostImage for image hosting and I like it due to its ease of use and possibility to categorize the pictures into groups (among many other advantages).
 

dijiTurk

Sergeant Knight
WBNWVCM&BWF&S
There are many image hosting sites in the Internet. For instance, Imgur is a popular one which allows to upload pictures into a gallery which can be linked from anywhere. I use PostImage for image hosting and I like it due to its ease of use and possibility to categorize the pictures into groups (among many other advantages).
Imgur was blocked, but it seems open right now. I created account & put one scene's screenshots (from @KingKastro ) at first. Then, i combined all other scenes' screenshots together & uploaded them in a second post. I don't want to upload each scenes(~30) separetely, it takes lots more time.. So.. This repond has the fast, but still effective results.
Btw, i dont like how imgur's upload mechanism work..It doesn't show which images not uploaded healthy. Just an info text shown that there is a problem, which is unclear & i can't check all images all the time. Not a good system..



If i haven't had a problem with the total upload process, there should be ~350-400 screenshots. & Note that these screenshots are just my own screenshots of scenes(There can be some good/bad/interesting/funny points that i captured in related scene) .

As a result, i think i uploaded all of my random screenshots from the scenes in these two posts:



***I realized that upload order also broken. And, i cant see move tool. Thnx Imgur.
 
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