Custom Map Layouts for mount and blade
Over 2011-2012 I spent a lot of spare time in making custom maps for Mount and Blade: With Fire & Sword and Warband for the use of fans / server hosts.. None of the assets were made by me I have just used the ingame editor to lay out new multiplayer maps. These are more to show the time I have spent using in game assets to make fan maps for use in game modes such as: Deathmatch, Battle and Captain Co-Op.. All assets and branding belong to taleworlds, I'm just a fan who created custom content available for people to use freely.
SXK HQ: Fortress Jeffrey (WF&S)
This is a castle port map.. I designed the lower courtyard to have all the standard game modes to be played in. But for the clan/s there was the open to gain access via admin to use the upper courtyard for private sessions. It solved the issue of needing a separate server for training purposes. Both could work at the same time. It has had other little secrets that still remain hidden to a lot of people to this day.
Tournament map (Warband)
Our LoungeChairCarnage Community expanded its endeavours to run a Warband Tournament. It was successful for a few weeks until I got too busy to organise them. The designs came from the main WF&S tournament map I made further down. They basically had duelling rings where competitors would do a single elimination style tournament until we had 4 champions. Then the players would fill the stands and watch the final 4 battle it out in the centre arena. The platform was high enough to stop randoms from running across the ring/square.
Main wf&s tournament map
This map went under a lot of changes over the weeks we were hosting the WF&S tournaments. They became more popular so I had to add extra duelling pits, remove trees for low spec players and increase the length of the joust fields. This had a similar system where the last 4 would fight it out in the centre arena. There was a layer of security where the centre arena could have all its gates closed so if you left the arena that's it you couldn't come back to watch. Same for the joust arena. Too many times there were stray horses or players riding back into the lanes when there was events on. So I put a massive wall in that could be closed during events. Spectators could climb up onto the wall and watch but invisible barriers prevented their ability to re-enter the field.
Salamanca (WF&S)
This map was created solely for the Captain Co-Op mode. Basically waves of bots come to attack you from the fields. So it was up to you to defend yourself for 30 odd waves. The game works by creating an AI blanket over the landscape where you need to cut out holes for where buildings are etc. It took much time.
Lounge Chair Carnage (WF&S)
This map was for mini events. I created the stands for spectators. The only downside was a few people their computers didn't render the lighting and the room became blackened. So this room soon wasn't used.
Tournament Arena #2 (Wf&S)
This was the first tournament map I made for us to use. It had duelling pits and a finals area at the top. It was rough but did the job. One pit had water in it because I felt it was a good idea at the time to have shallow water practice. The rest didn't think it was worth it.
Cam's Forest (WF&S)
This idea came from a friend who wanted a level where it was dense forest. I later added a small settlement to the side and turned it into a siege map..
Exile island (WF&S)
The map became more known as Skull Island because I placed a few skeletons about the place for no apparent reason. It was a nice duelling map for players to they didn't have far to walk to find each other.
ESA Camp (WF&S)
Second map I created was a bold attempt to make a training map with an indoor labyrinth. This didn't work for many people was my labyrinth was too hard to navigate and players managed to get lost often. The outside duelling ring was popular and many made that the place to go.
Skadi's Castle (WF&S)
My very first map I made in the Mount and Blade Editor. It is full of bad game play pathing where majority of players go through the broken wall and didn't even go anywhere near one side of the map.. I learn a lot from making this map that started it all for me.