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Helm's Deep map changes - OUTDATED


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#1 Rob38

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Posted 28 April 2007 - 07:38 PM

This is where I'll be putting all the new map images for Helm's Deep. These images are old and some things may have changed. This just gives an idea of what I'm been working on for the map :p


Helm's Deep Causeway (new feature for map)
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Alternate view of new causeway
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Added path for the rohirrim charge scene
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Secret path Gimli and Aragorn use in movie
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The Deeping Wall is now seperated from the Hornburg
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Picture of the new Glittering Caves
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Seperated Hornburg section ( may make walls taller through modeling)
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Secret staircase to back of Helm's Deep Tower
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Aragorn leaving entrance in front
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Entrance to Helm's Deep Throne (hopefully, I'll make a real door through modeling)
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Left inside room
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right side room and entrance to Glittering Caves
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Staircase to throne room
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center throne room (hopefully, I can eventually make a custom throne through modeling)
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Edited by Rob38, 08 July 2007 - 05:31 AM.

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#2 jimiojoe

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Posted 30 April 2007 - 03:59 PM

WOAAHH thanks for adding all these pics these are what i wanted to see :):D

love the secret staircase up the mountain bit at back, from movies i like :)

Oneee question - for the inside of the keep and glittering caves, will there be doors/gates that need to be broken down for each section? because if not im suddenly wondering why anyone would retreat down there..... - just an idea maybe, they look great but unless theres some map objective to do with it - and currently there seems no gates, if you've been forced back into the caves there isnt really anything there to make you more likeley to survive there... :D

It looks awesome though :D
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#3 Rob38

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Posted 30 April 2007 - 04:48 PM

WOAAHH thanks for adding all these pics these are what i wanted to see :):D

love the secret staircase up the mountain bit at back, from movies i like :)

Oneee question - for the inside of the keep and glittering caves, will there be doors/gates that need to be broken down for each section? because if not im suddenly wondering why anyone would retreat down there..... - just an idea maybe, they look great but unless theres some map objective to do with it - and currently there seems no gates, if you've been forced back into the caves there isnt really anything there to make you more likeley to survive there... :D

It looks awesome though :D


Very good point. The idea is that you can build some structures in those spaces and have a little bit more room for resources. When you play the map and the enemy charges inside, your objective will be to defend the throne at all costs. The glittering Caves is mostly for cineamatic stuff and visual appeal. Essentially, the idea is that if your throne is destroyed, your pretty much finished.

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#4 Caluadan

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Posted 11 June 2007 - 08:50 AM

hmm why d'you get so little response? :rolleyes:
this is just awesome, keep on the good work :p
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#5 Devon

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Posted 11 June 2007 - 01:55 PM

ye i agree with cal.


hey, does this map change from day to night? cause they first batch of pics everything is bright...

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#6 Rob38

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Posted 11 June 2007 - 06:05 PM

ye i agree with cal.


hey, does this map change from day to night? cause they first batch of pics everything is bright...


I looked into that but I'm afraid it isn't possible. ^_^ The shots during the day were taken a long time ago, and I should really update them with night settings. I'm going to be changing and editing a lot more with the map, so many of the pictures will probably be replaced anyways :)

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#7 zimoo

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Posted 11 June 2007 - 06:28 PM

Couldn't you use a darkness-type power to simulate night/day? Only problem would be lag I guess.
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#8 Rob38

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Posted 11 June 2007 - 06:36 PM

Couldn't you use a darkness-type power to simulate night/day? Only problem would be lag I guess.


I was thinking of that, and I'll have to research it more. If there a way to adjust the settings of the darkness power in terms of the light? If so, then perhaps it would be possible.

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#9 zimoo

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Posted 11 June 2007 - 07:00 PM

I believe it's done via FX, so should be easily editable (but also quite laggy :()
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#10 m@tt

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Posted 12 June 2007 - 02:41 PM

The Wars of Arda mapper, digtalgeneral, has got a Day/Night Script so if you want one ask him.
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#11 rutger

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Posted 25 June 2007 - 09:20 AM

know what bother's me? the rain! in the movie it starts raining right before the battle starts, could that happen here to? :p :xd: :unsure:

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#12 Rob38

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Posted 25 June 2007 - 05:35 PM

Yes, the rain will be set up so it starts when the battle starts and continues throughout the battle. There will also be lighning and thunder effects just like in BFME1 :p

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#13 Taralom

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Posted 25 June 2007 - 08:08 PM

but if you use cloud break it will stop raining....
so there must be something to do with that.

or perhaps you can make it a non-spell scenery??
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#14 Rob38

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Posted 26 June 2007 - 02:27 AM

That's the thing. Rohan will not have cloud break in their spell book. Instead, it'll be replaced with the horn of helm hammerhand which will cause fear on enemy troops :rolleyes:

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#15 jimiojoe

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Posted 26 June 2007 - 10:57 PM

That's the thing. Rohan will not have cloud break in their spell book. Instead, it'll be replaced with the horn of helm hammerhand which will cause fear on enemy troops :p



will there be a sunbreak when the rohhirim and gandalf appear?

and the rain spell cancels all leadership bonuses - will you edit it just so there is rain or keep the lack of leadership? because i would prefer to keep the leadership bonuses in tact but keep the rain as a nice visual ...thing ;)
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#16 Rob38

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Posted 27 June 2007 - 05:05 AM

will there be a sunbreak when the rohhirim and gandalf appear?

and the rain spell cancels all leadership bonuses - will you edit it just so there is rain or keep the lack of leadership? because i would prefer to keep the leadership bonuses in tact but keep the rain as a nice visual ...thing :D



Yes, there will be a cloud break then. And since I now know how to change the light settings in a map, the map will contain both day and night settings :xcahik_:

Yes, the rain will just be a visual effect and it won't cancel leadership bonuses ;)

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#17 King Earnur

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Posted 28 June 2007 - 03:30 PM

I have to say I love this mapmod ;) ;) The only one thing I don't like is how there is water under the causeway but, hey if the rest of it is as good as I hope that won't really matter ;)

#18 Rob38

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Posted 28 June 2007 - 07:43 PM

I have to say I love this mapmod :p ;) The only one thing I don't like is how there is water under the causeway but, hey if the rest of it is as good as I hope that won't really matter :popcorn:


Yea, many of those images are old and there's still a lot of work that still needs to be done. The causeway will most likely be more like the movie one, and I put the water in befor I knew how to model :cool2:

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#19 King Earnur

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Posted 07 July 2007 - 07:00 PM

OH, if you haven't got around to fixing that [I've tried making my own Helm's Deep] you can use a few of the original causeway pieces and then just raise the ground under them, but I bet you already have done this and made it better, well keep up the excellent work and have a good day :lol:

#20 lord of darkness

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Posted 17 November 2007 - 08:16 PM

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