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Pelargir inspirational material


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#1 Arthadan

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Posted 27 January 2009 - 08:20 AM

Hi all,

I think this could be interesting for SEE mappers if they plan to make a Pelargir map:



Pelargir
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#2 ttandchotmail

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Posted 27 January 2009 - 08:23 AM

G'day Arthadan

Looks like an interesting map. :good:
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#3 Nazgûl

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Posted 27 January 2009 - 11:30 AM

Nice renders from a great modeler (and skinner) :good:
And btw, thanks for taking time to post in the correct forum/place :p

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#4 njm1983

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Posted 27 January 2009 - 03:19 PM

Yes indeed, thanks for posting in the correct place.

Iam familiar with the map. Right now I have no plans to bring it to BFME, but I have toyed with the idea of doing so. Currently I have too many projects going but I will consider it in the near future. :D

#5 Florisz

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Posted 27 January 2009 - 05:23 PM

That is something cool you know. But I think that those buildings look a bit Roman, or at least how I picture the Roman buildings in their time of glory.
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#6 Arthadan

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Posted 28 January 2009 - 02:48 PM

Yes indeed, thanks for posting in the correct place.


I want you guys modding all the time, so I try to post in the right place to avoid making you lose time administrating the forum!!

:p

Florisz, the "Roman influence" in this map is because is not based on the films. Anyway such an old culture as the Dúnedain should have had some different architectural styles through the ages.
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#7 njm1983

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Posted 08 April 2013 - 02:03 AM

Ive started to remake pelargir

 

pelargir_zps974dc64b.jpg

 

very early design layout, changes will probably come as I find certain aspects too difficult. Opinions and suggestions welcomed



#8 MattTheLegoman

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Posted 08 April 2013 - 05:29 AM

Oh wow, it's got that epic triangle centre. I am looking forward to seeing how this progresses.

 

(NJM - at the moment I am finding it hard to get lots of time and drive to get nitty gritty parts done. The link-only folder on my SkyDrive is always updated - I will post the link again as I have the properly coded Weathertop in the folder called maps).


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#9 Rider of Rohan

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Posted 08 April 2013 - 06:04 PM

My only question is about the dock(s) are they going to be in or out of the "walled" city ?


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#10 njm1983

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Posted 08 April 2013 - 08:44 PM

Im thinking of putting docks outside the triangle along the anduin river. Ill put 2 gates and make the dock areas accessable via transports. Ill also put docks on the larger river that interesects the city, on either side of the large bridge but not on the straight side of the triangle. Ill put a picture up when Photobucket starts working again.....



#11 Lauri

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Posted 08 April 2013 - 09:25 PM

Ill also put docks on the larger river that interesects the city, on either side of the large bridge but not on the straight side of the triangle.

Get Photobucket working, because I can't understand what you're saying here. Are you planning on having a dock (docks) in the large river, on the "inside" of the bridge? You can't move the ships to the ocean then. I have an idea for two docks on this map: The first one on the right, outside the circle I assume is the planned wall. The second is inside on the left, just below the bridge. Perhaps expanding the water area there to get a big port. Pelargir is a big port, after all.


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#12 njm1983

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Posted 08 April 2013 - 09:46 PM

pelargirdocks_zpsddc9f405.jpg

 

The rivier sirith is the one with the large bridge on it. the anduin is the larger body of water. The small river is meant as a canal, and is aesthetic in nature. The docks are drawn in brown.



#13 Lauri

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Posted 08 April 2013 - 10:39 PM

Ah, when you say docks, you mean docks. When I say docks, I mean Capturable Docks which makes ships. All is fine then :p


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#14 Rider of Rohan

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Posted 08 April 2013 - 11:25 PM

Sweet ! I can't wait.


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#15 njm1983

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Posted 09 April 2013 - 12:29 AM

Tow-may-toe, tow-mah-toe? lol

 

So heres what I think the dock areas will look like along the anduin. Both side will be identical

pelargirdocks2_zps14f234e0.jpg

 

Next is the question of player count, and making the map unique.

pelargirplayers_zpsaca67683.jpg

 

Theres 3 ways this map could be designed, and 1 unknown to consider.

 

I could do 5 players, 1 in the city the other 4 outside on either side. only able to attack the city or the neighboring player

 

or

 

I could go 4 players, with the city citadel as capturable, which would transfer control of the gates, shipwrights and resource buildings within all at once to the capturing player or team.

 

or

 

4 player again, with gates, shipwrights and resource buildings capturable individually.

 

The unknown is if the amon sul gates are open by default. If not then I have to go with option 1.



#16 njm1983

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Posted 04 July 2014 - 03:54 AM

Wow, been ages since I showed anything of this map, anyways lots of changes and a good chunk of the city is really starting to take shape.

 

Settled in on 4 player with one inside the city 3 outside.

 

pelargirlooksgood_zpsa0589f3d.jpg

sshot0008_zpsce1c499b.png

sshot0009_zpse6689fd5.png

sshot0006_zps36d39c4f.png

sshot0007_zps95cf1def.png


Edited by njm1983, 04 July 2014 - 03:57 AM.


#17 Nazgûl

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Posted 04 July 2014 - 06:01 PM

Looking very good =)


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#18 Kwen

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Posted 06 July 2014 - 02:18 PM

This is brilliant work!


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#19 Arthadan

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Posted 06 July 2014 - 03:21 PM

Looking great! I specially like the size of the city, it's big enough and all the details like the ships.


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#20 Hugyfew

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Posted 06 July 2014 - 04:49 PM

Awesome!






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