1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

(M&B Warband) Radiant Cross Camp

  • abhuva
  • October 26, 2011 at 6:16 AM
  • abhuva
    • October 26, 2011 at 6:16 AM
    • #1

    Hello, my first post here...

    I am currently working with a great team for a total conversion mod of Mount&Blade Warband, called Prophesy of Pendor.

    One of the levels i did lately was the so called Radiant Cross Camp, its a fortified camp hugely inspired by roman-camp architecture.

    Its the home place of the Radiant Cross which is a knighthood order specialized in medic.

    This scene is mostly meaned for visiting, NPC interaction and serve as a quest-hub as well as beeing sieged once as part of a quest.

    We are currently using mainly assets which get shipped with the game, so no custom assets.

    I did the research, layout, prop-placement, as well as the AI-scripting.

    Overview with people walking etc...

    Quote

    [Blocked Image: http://img132.imageshack.us/img132/1458/radiantcross13.jpg]

    Archers training session

    Quote

    [Blocked Image: http://img695.imageshack.us/img695/200/radiantcross12.jpg]

    A close up from the garden area

    Quote

    [Blocked Image: http://img822.imageshack.us/img822/3137/radiantcross14.jpg]

    Looking forward to critics and suggestions =)

  • cincinnati
    • October 26, 2011 at 3:04 PM
    • #2

    from the perspective of roman camp architecture, you might want to make the decumanus more prominent by aligning passages through the [forum structure] along it, getting you a line of sight clear through the fort in both directions.

    if not absolutely historically necessary, it will at least make the spaces more interesting.

  • 2d-chris
    • October 26, 2011 at 5:57 PM
    • #3
    Quote from cincinnati

    from the perspective of roman camp architecture, you might want to make the decumanus more prominent by aligning passages through the [forum structure] along it, getting you a line of sight clear through the fort in both directions. if not absolutely historically necessary, it will at least make the spaces more interesting.

    PS - good stuff and welcome

  • abhuva
    • November 22, 2011 at 6:33 PM
    • #4

    Thanks for the warm welcome =)

    Worked a lot in the past weeks on scripts etc for this scene.

    Some stuff i could change, other wasnt possible (mostly team-decisions) - like the middle building for example.

    Tried to use a lot of vertex painting to make the ground less repetitiv, but for me it seems its very subtle.

    You notice it when its gone, but you didnt notice it that its there...

    Anyway, we finished this scene, there is still stuff i would love to see improved, but a lot of other work is waiting - so i call it done now.

    If anyone is interested, here is the link to our recent preview video wich shows of this scene.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™