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Isengard - rescaled for S.E.E.


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#21 Nazgûl

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Posted 03 January 2009 - 01:30 PM

I think there are smoke emitters in WB, so that should be possible. I tried to do the same for Sauron's little mountain :p

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#22 njm1983

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Posted 04 January 2009 - 12:44 AM

Thanks all for comments, Ive been doing a ton of research on the Isengard and from what I can tell EA had some things off. While for mission purposes the damn makes sense inside isengard, but doesnt when you consider that the river isen then flowed through isengard. next when watching scenes in TT the water that floods isengard appears to be flowing north to south, rather than west to east which would support the damn inside isengard. plus most area maps of the valley have the river to the east of Isengard flowing south from the northern part of the mountain. So any way without further delay:

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Ill be adding a dried river bed to the eastern side, Im thinking this will be a 4 player map, and the 3 outside will be in the corners, this is a 600 x 600 map now.

#23 karlo

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Posted 04 January 2009 - 01:49 AM

I dont have a word to describe this beauty!
I hope soon we will be able to play this map!

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#24 Prince of the Dark Forest

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Posted 04 January 2009 - 09:08 AM

That new cavern is truly awesome. Is that going to be the new furnace or something?
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#25 karlo

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Posted 04 January 2009 - 12:03 PM

Good idea.It would be cool furnance for isengard!

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#26 njm1983

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Posted 04 January 2009 - 05:46 PM

By furnace Im assuming you mean, the resource structure? And that these caverns will be a resource structure? I didnt plan on it, these caverns are more for looks than anything.

#27 Floris

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Posted 04 January 2009 - 06:41 PM

It would be so cool if the caves would give resources or upgrades for the Isengard player.
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#28 njm1983

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Posted 04 January 2009 - 09:05 PM

Interesting idea although I doubt theres a way to do it. On a side note we are going to implement different special abilities for the citadels of fortress maps specific to the race whom the fortress belongs to. For instance Minas tirith has the vision of the palantir power for Men player only. Caras Galadhon is using the lorien tree house as the citadel and it has elven mists for Elven player only. We may try and have Isengard have a special mount ability for Saruman to get on top the tower, doubtfull though. and there is an obvious power yet to be decided.

Heres another update been working mostly on terrain, ive added the river bed and decide to use static water that passable instead of it being bone dry. My plan is to get the terrain all finished that doesnt need changing between the 2 versions. so mountains general exterior of Isengard and river. That way its just a matter of texture differences.

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#29 Nazgûl

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Posted 04 January 2009 - 09:14 PM

Great plan! Sounds perfect! ;)
The two versions could come in handy for the campaign!

For the Saruman on top thing, I think we can do it, if the tower would have a passenger bone on top... Maybe Ed or someone could "model" it in there? =)

Edited by Nazgûl, 04 January 2009 - 09:14 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#30 njm1983

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Posted 04 January 2009 - 09:25 PM

My concern now is its height cause its now scaled to 2.0 and I dont think the top will be visible.

#31 mike_

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Posted 04 January 2009 - 09:26 PM

Move the camera out a bit? You could script it for when the screen is directly over Orthanc I think.

#32 Ed Of The 3rd Kind

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Posted 04 January 2009 - 09:27 PM

Great plan! Sounds perfect! ;)
The two versions could come in handy for the campaign!

For the Saruman on top thing, I think we can do it, if the tower would have a passenger bone on top... Maybe Ed or someone could "model" it in there? =)



can be done no problem.

for the camera thing all you have to do is create a trigger area and set up a new camera view, then when the script is active the camera will go into the new camera settings when you scroll over that area, I did it before but for the life of me I can't remember

Edited by Ed Of The 3rd Kind, 04 January 2009 - 09:28 PM.

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#33 Sûlherokhh

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Posted 04 January 2009 - 11:46 PM

There are enough examples to look at among the BfMe1-Campaign-Map scripts, i guess. :p
Moria and Amon Hen come to mind...

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#34 njm1983

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Posted 05 January 2009 - 03:42 PM

I think Ill just ask a veteran scripter to whip me up the script, cause I just dont know how and Im not interested in learning.

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#35 Floris

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Posted 05 January 2009 - 03:56 PM

Great plan! Sounds perfect! :p
The two versions could come in handy for the campaign!

For the Saruman on top thing, I think we can do it, if the tower would have a passenger bone on top... Maybe Ed or someone could "model" it in there? =)



can be done no problem.

for the camera thing all you have to do is create a trigger area and set up a new camera view, then when the script is active the camera will go into the new camera settings when you scroll over that area, I did it before but for the life of me I can't remember


That would be so cool Ed, well the entire map will be so cool! :p
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#36 njm1983

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Posted 08 January 2009 - 01:29 AM

Finally finished the mountain. the 2 paths lead to signal fires on either side. The paths dont connect. So the map has now been saved twice so i can build 2 versions from this point on.

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#37 mike_

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Posted 08 January 2009 - 01:53 AM

woot.

#38 Ed Of The 3rd Kind

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Posted 08 January 2009 - 02:49 AM

beginning to shape up nicely, good stuff NJM

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#39 {IRS}Athos

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Posted 08 January 2009 - 03:30 AM

Quick question: What's up with the Gondor Castle overlays in the corners? :p
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#40 njm1983

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Posted 08 January 2009 - 03:58 AM

I use them for spacing and reference, this way the players bases outside don't have terrain Interrerring with base layouts. They will be removed at a later point.




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