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Dol Amroth - updating my original map


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#1 njm1983

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Posted 07 March 2013 - 09:06 PM

Ive always enjoyed the Dol amroth map I created, but Ive felt I abandoned it early on, got bored and came up short in some areas. I wanted natural beauty meets fortress city, and I think I captured that but some areas just didnt make sense and were entirely exposed too easily to attacks and a real fortress wouldnt have those problems. Recently I was approached to do a dol amroth for another mod, I was going to make an all new one, but found I would rather repair the problems with my old map instead.

 

First thing I did was remove the beach on the left side of the city, oposite the harbour.. This was an exposed area and anyone could just circumvent the walls by swimming or using boats.

 

The other side had a similar problem, The walled ramp didnt come all the way down to the outer wall, so I changed this by bringing the ramp all the way down.

 

Another short coming is a lack of stables for the greatest knights in middle earth, while the Rohirrim, are great masters of horse, Dol Amroth has the finest and most heavily armoured men on horse in middle earth, but where the f*** do they keep the horses? I didnt bother to build anything that might resemble a great stable in my original and I sought to change that this time around.

 

 

This is just a final look at the city

 



#2 Bofur

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Posted 07 March 2013 - 09:09 PM

Looks great!


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#3 Rider of Rohan

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Posted 07 March 2013 - 09:37 PM

Nice, the big structure in the middle supposed to be there ?


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#4 njm1983

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Posted 07 March 2013 - 10:13 PM

Yup. Its the amon sul tower from rotwk. The Sea-ward tower is the tower in Dol amroth. For SEE we are using the amon sul tower to fit that role.

#5 Rider of Rohan

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Posted 07 March 2013 - 10:20 PM

Ah well it's a fitting role, nice work !


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#6 MattTheLegoman

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Posted 08 March 2013 - 03:16 AM

NJM there is something wrong with the way you take screenshots. The picture has white space around it.


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#7 njm1983

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Posted 08 March 2013 - 04:33 AM

Damned paint. Lol. Apparently the canavs in paint is default to a msssive size. So when I paste my pic in it you get .... well that. Ive always done my screens with this method. Didnt have the white borders before.

#8 Irenë Hawnetyne

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Posted 08 March 2013 - 06:48 AM

I like this too. God, how do you do these?!


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#9 Bofur

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Posted 08 March 2013 - 07:43 AM

Damned paint. Lol. Apparently the canavs in paint is default to a msssive size. So when I paste my pic in it you get .... well that. Ive always done my screens with this method. Didnt have the white borders before.

 

Use Word... You can paste it and do save picture as...


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#10 Irenë Hawnetyne

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Posted 08 March 2013 - 04:50 PM

Or GIMP or Photoshop or anything but Paint would probably be good.


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#11 Bofur

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Posted 08 March 2013 - 05:28 PM

In SEE, is there any chance of using the buildplot (bfme1) method for buildings in cities? As things like Minas Tirith and this could (possibly) benefit from this?
Just an idea...

left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#12 njm1983

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Posted 08 March 2013 - 07:32 PM

Ive been pushing for that In SEE, The buildplot system is much better for the fortress maps. The Unfortunate thing is that Naz has put any map requests as secondary, Hes primarily woking on getting the factions updated but not putting time into updating any of the assets used for mapping.

 

Itll probably happen, just not sure when.



#13 Bofur

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Posted 08 March 2013 - 08:04 PM

You can change the buildplots' commandsets via map.ini, no need to ask Naz!

Just copy them over from the porter's commandset.


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#14 njm1983

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Posted 08 March 2013 - 10:07 PM

Actually there is, because Im terrible at coding. I mean Im so bad I pretty much end up on the forum asking someone to do it for me, then I copy and paste the code they created into the ini. I see your point about circumventing Naz though.

 

I dont understand coding that well, if I copy the existing commandsets, wouldnt I need to copy the newer ones when Naz changes each faction?



#15 Bofur

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Posted 08 March 2013 - 10:10 PM

Yes...But you could use the originals for starters...


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#16 njm1983

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Posted 08 March 2013 - 11:13 PM

So anyone wanna point me in the right direction.... like which object and what to copy paste change etc? Id imagine once the first one is done its all copy paste from there



#17 Bofur

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Posted 08 March 2013 - 11:26 PM

You'll have to take a look at the bfme1 code first... To get the general idea. Try the MinasTirith map from it, and look in any map.inis or scripts there.

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#18 njm1983

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Posted 09 March 2013 - 12:03 AM

:xd: This is where I fail. lol



#19 MattTheLegoman

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Posted 09 March 2013 - 01:01 AM

Do you want me to look into it then? At the very least I can make a start and show what I did?


Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#20 njm1983

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Posted 09 March 2013 - 04:19 AM

If you have the time and desire to do so. Be my guest. I just dont have time to shuffle through ini files for a couple hours when I dont even know what im looking for.




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