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Westernesse


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#1 Irenė Hawnetyne

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Posted 09 December 2012 - 12:15 PM

From the depths a light shall rise, a star of hope for all the World. As a darkness gathers, it shall stand mighty as the blade, and be the shield that shelters as well as the spear that drives to the heart of evil. Yet, as this light will shine, darkness will slither like a tendril of hate, like a fatal disease, and the star will be its slave. Alas, this is the fate of all things, yet most beautiful cruelty is in the fall of Numenor.


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A (long) while ago, I thought about creating a Battle for Middle-earth II expansion, based around and faithful to the story of Akallabêth, and now, having left the From Book to Game team, I've a chance to pursue it. It's going to have a far more sullen mood about it, and probably more brutal deaths than those of the original, as the chapters which describe Numenor are rather negative. I've already worked out the tech trees, factions and heroes (not yet the Special Powers), the UI, and most of the new Living World Map, and I understand the mass of the project, however, I want to keep it as an 'expansion', meaning I don't want to go overboard with new gaming systems or the like.

The proposed factions are, thus far:
  • Mordor
  • Black Numenoreans
  • Elves
  • Dunedain
Just note that the Mordor faction may include certain bits of Wild, and Elves a bit of Dwarves, but in particular, I'd like to say that the Dunedain in this mod are not going to be related to those of From Book to Game, which I also built.
Also, there will be included a plethora of new Numenor-based maps, plus a couple of 'ocean maps', which, as the name suggests, will include more water than land.

Onto the thus-far-completed work:

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Also, for those of you who follow Mathijs' 4th Age work, look, it's even got a hatch at the top!


And, the Living World Map:

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So far, it's just me working on Westernesse, and that's how I'd like to keep it for a while, until I've got enough to finally call it a substantial mod.

Thoughts?

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#2 Ridder Geel

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Posted 09 December 2012 - 12:21 PM

Looks nice :p I like where this seems to be going :D
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#3 njm1983

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Posted 09 December 2012 - 03:37 PM

Nice work. I don't think I've seen a mod like this ever. Keep at it

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#4 Irenė Hawnetyne

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Posted 09 December 2012 - 03:39 PM

Thanks for the faith, to both of you, and NJM, that's one of the reasons I wanted to do it; to go boldly where no-one has gone before.

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#5 Digz

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Posted 09 December 2012 - 04:15 PM

Thanks for the faith, to both of you, and NJM, that's one of the reasons I wanted to do it; to go boldly where no-one has gone before.


And I hope you go there! It really looks great so far, can't wait to see more screens and updates!

#6 Rider of Rohan

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Posted 09 December 2012 - 04:55 PM

Really Great ! If you need any help Coding just PM me :D The Models looks great btw i like the Temple of the Fallen

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#7 Irenė Hawnetyne

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Posted 09 December 2012 - 05:03 PM

Thanks, and I'll take it into consideration. Nice hat, by the way.
And Digz, thank you, too. Haven't seen you around in the BFME forums for ... ever, I think, so extra thanks. If that makes any sense.

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#8 Gourbish

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Posted 09 December 2012 - 10:44 PM

Buildings look very great !

#9 Troudabour

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Posted 09 December 2012 - 11:44 PM

Looks awesome, best of luck to you!

#10 MattTheLegoman

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Posted 10 December 2012 - 12:26 AM

Looks nice and pretty. And you are increasing the detail in your models. Do I see a Minas Ithil influence? Hahahaha.

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#11 Mathijs

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Posted 10 December 2012 - 01:42 AM

Looks good, though I'm not sure how much of that is owed to the rendering.

Also, for those of you who follow Mathijs' work, you'll notice that he doesn't cut corners and properly maps and textures all the inner bits and sides of his meshes. I'm seeing lots of stretched, unmapped bits at the top of that tower. Also, you may want to diversify your textures a little. The bricks are overwhelming.
     
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#12 Irenė Hawnetyne

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Posted 10 December 2012 - 06:28 AM

Thanks to all, but Mathijs particularly. The render, which does make it look 'realistic', only adds shadows, atmosphere, camera focusing and anti-aliasing, so the model is actually very little changed in render.
Your point about the UVs is correct, but they drive me mad sometimes. In particular was the Temple, cause it had seven sides, which makes murder for mapping. However, the majority of noticeable UV stretches occurs on the undersides of polys, so they're near-invisible in-game.
Bricks, yes. I actually have thought about this already, but I can't see any other way of making a stone building other than bricks.

EDIT: I've been meaning to ask, but what is that in your signature?

Edited by FellbeastIII, 10 December 2012 - 06:29 AM.

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#13 Radspakr

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Posted 10 December 2012 - 07:04 AM

He means more than just bricks.
The buildings look very plain the walls have no detail or shading nothing to break up the pattern.
This could be achieved by having windows or reliefs, cracks, metal pieces with rust that sort of thing.
Banners hanging off the wall these little things can go a long way in achieving interesting themes.

Other than that this project looks to have some potential.
Originally my Age of Numenor mod had the same sort of idea but it evolved to something different.

One problem with setting is the Numenoreans didn't fight too many wars until after Numenor fell.
The campaign against Sauron was brief and the one against Valinor even more so.

So by the sounds of things this mod may involve the Last Alliance.

Also this topic probably should be in the Showcase section.

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#14 Irenė Hawnetyne

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Posted 10 December 2012 - 07:17 AM

Okay, yeah. That'll be on there then.

One problem with setting is the Numenoreans didn't fight too many wars until after Numenor fell.
The campaign against Sauron was brief and the one against Valinor even more so.


The campaign will stretch over the capture of Sauron until the Last Alliance, as you predicted, however, due to the whole problem of around a hundred years passing, I'll have to be slightly unfaithful to the books to make it playable. So, from Second Age 3255 to 3434. The capture of Sauron in Umbar to his downfall in the Second Alliance of Elves and Men.
At least I won't struggle for finding stuff to put in the mod.

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#15 Unknown

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Posted 10 December 2012 - 12:32 PM

This looks really awesome :)
Good luck on the mod Fellbeast ;)

But I do agree with Mathijs, maybe add some banners, windows, markings, etc. to make it look even better :p

And I'm loving the Living World, Numenor looks like it was made by EA :D

#16 MattTheLegoman

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Posted 10 December 2012 - 01:23 PM

Look at the outer walls of Minas Tirith. I had a fun time making them in LEGO. They are certainly not flat. Mathijs' idea with the metal is definitely a defensive strategy used in Minas Morgul and Cirith Ungol (attached by the orcs no doubt).

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#17 Elric

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Posted 12 December 2012 - 05:15 AM

Awesome man!! You have my support as always :) and agreed with all said about the banners and such. I'm glad you added a hatch to btw.

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#18 Irenė Hawnetyne

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Posted 15 December 2012 - 08:36 AM

Sorry for the wait, lots of coursework 'n stuff. Improved?
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EDIT: Also, notice that the UVs have been fixed, most noticeably around the arches, and I'll get the fixed tower to you all soon.

Edited by FellbeastIII, 15 December 2012 - 08:44 AM.

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#19 Rider of Rohan

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Posted 15 December 2012 - 05:14 PM

Nice Improvement !

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#20 njm1983

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Posted 16 December 2012 - 01:44 AM

I like how you've weathered the stone work. The whole look is much improved.

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