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New Realistic Helm's Deep Map [Movie Based Version]

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#1 TheReaperOfHope

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Posted 05 April 2014 - 01:12 PM

Hello guys, it's Reaper here!

 

I am back to Bfme 2: RotWK mapping.

 

I am working on a BIG project of helm's deep map based as much as I can do on the movie The Two Towers.

There will be a lot of scripts, and details. [NO CUSTOM CONTENT (unless it's necessary for the ultimate experience) ]

I'd like to hear some ideas from you guys, what'd you expect to see, every thought is welcomed!

 

Custom Content I'd love to import but I dont have it, help would be appreciated: 

1) Aragorn with the Ability to use "Volley of Arrows" just like the Elven Archers did in the Movie.

 

*STAGES*

 

-Any stage that has line in front of the text is done-

 

  • Create Helm's Deep textures (mountains, castle, outside area, whole map terrain and stuff, etc.)

  • Create Basic Scripts: Building Restrictions, CP, Money, Intro, etc.

  • Create Isengard Reinforcements PLUS countdown-timer to work properly.

 

[I WILL UPDATE THIS TOPIC EVERY WHEN I HAVE NEWS]


Edited by TheReaperOfHope, 05 April 2014 - 01:16 PM.


#2 Maximan

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Posted 05 April 2014 - 01:35 PM

i can do an animation if you need it for the Volley of Arrows thing, but a movie replica, so he must be on a wall


Edited by Maximan, 05 April 2014 - 01:36 PM.


#3 TheReaperOfHope

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Posted 05 April 2014 - 01:39 PM

Great!

Thanks for the fast reply, I need to state here that I have no knowledge of custom content and how to make them work.

 

Bug detected, when I choose any music track to be played in the Scripts it says "Track does not exist" for every track I choose.



#4 Maximan

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Posted 05 April 2014 - 01:44 PM

Great!

Thanks for the fast reply, I need to state here that I have no knowledge of custom content and how to make them work.

 

Bug detected, when I choose any music track to be played in the Scripts it says "Track does not exist" for every track I choose.

i think you might have to make it a mini mod, idk tbh



#5 TheReaperOfHope

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Posted 05 April 2014 - 01:45 PM

Update for bug above: I can choose a specific music track but I cant hear to it when I click "Listen" why?

*I fixed it, I had to enable music in-game.


Edited by TheReaperOfHope, 05 April 2014 - 04:06 PM.


#6 Elric

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Posted 05 April 2014 - 04:43 PM

This sounds a lot like Helps Deep the Last Hope. Its  Modification for Battle for Middle Earth 2 with the intent of completely making Helms Deep,  models, skins, scripts you name it . Even the interior to the castle. Check the Hosted Mods section in the t3a section of Revora.

 

-

 

If you ask maybe you and Rob38 can work in Collaboration!



#7 TheReaperOfHope

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Posted 05 April 2014 - 05:10 PM

I know, this mod inspired me, but it will never be released because Rob38 is very busy and he doesnt have much time to finish the mod, as far as I read..



#8 Elric

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Posted 05 April 2014 - 08:16 PM

He just came back. 



#9 Rob38

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Posted 05 April 2014 - 08:50 PM

Indeed I did. :p


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#10 Mathijs

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Posted 05 April 2014 - 08:53 PM

Well, isn't this awkward.

 

:p


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#11 Rob38

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Posted 05 April 2014 - 09:11 PM

Interestingly enough, this is how I started off.  My. initial plan was to just work on the map in Worldbuilder and the scripts.  Then I started getting involved with map.ini.  That eventually expanded to full blown modding. 


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#12 TheReaperOfHope

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Posted 06 April 2014 - 10:20 AM

Rob, could I co-operate with you ? If you need help actually :D



#13 Rob38

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Posted 12 April 2014 - 04:25 PM

What sort of knowledge and skills can you offer? 


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#14 -SilverBane-

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Posted 29 December 2014 - 03:45 PM

I am doing a helms deep map aswell, 2 humans vs isengard waves :p

Alrdy created "gamling" through map ini, but the portrait i've found for him is a little weird :p

Most ppl are too lazy to download a mod so thats why i stick to simple maps.


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#15 Lennon

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Posted 03 January 2015 - 04:29 PM

How on earth do I script ladders to move to attach to the deeping wall? They either stand still or move to the wall and then standstill infront of it. It's annoying. I've tried what it says here:

 

http://forums.revora...-work-properly/

 

And other methods, but none of them seem to work.

 

Before the script though, I get berserker's to mount the ladder then the ladders move. Would it work if I remove the berserkers from the ladders?



#16 Maximan

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Posted 03 January 2015 - 08:02 PM

How on earth do I script ladders to move to attach to the deeping wall? They either stand still or move to the wall and then standstill infront of it. It's annoying. I've tried what it says here:

 

http://forums.revora...-work-properly/

 

And other methods, but none of them seem to work.

 

Before the script though, I get berserker's to mount the ladder then the ladders move. Would it work if I remove the berserkers from the ladders?

I would say, make a timer that counts from the uruks spawn till their destination, and/or when the berserkers spawn till they're on the ladders, and add some extra time to the timer to be safe. Also make sure it deploys around a waypoint(Siege Deploy) or a named wall(Siege).

 

For me this works:

 

*** IF ***

Timer 'Isengard_WaveOne_Ladders' has expired.

 

*** THEN ***

Request Unit 'Ladder1' to attach it's siege ramp to the wall Unit 'Wall1'.

 

I don't know if it works for ladders too, but as I remember it does.

 

Incase it doesn't change the *** THEN *** action with Siege Deploy instead of Siege.

 

Hopefully I wasn't too confusing.. Not good at explaining world builder stuff.


Edited by Maximan, 03 January 2015 - 08:03 PM.


#17 -SilverBane-

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Posted 04 January 2015 - 12:35 PM

I am using :

 

 

 

Request Unit 'ladder1' to attach it's siege ramp to the wall Unit 'WallWithLadder1'.

 

 

And it works perfectly


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#18 Lennon

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Posted 04 January 2015 - 03:15 PM

None of those two work. This is really frustrating lmao

 

EDIT:

 

Nevermind, I fixed it! What I had to do was go into Script Properties and uncheck the box that says Deactivate upon success and change evaluate script to every 5 seconds.

Thanks for the help though :D

 

EDIT AGAIN:

 

I'm trying this on my minas tirith map

Only problem now is that it works a bit weird, it takes the walls far too long to attach. It goes straight to the wall, then it does a few 360 spins, goes away from the wall, goes towards it again and then attaches. Anyway to make it run more smoothly?


Edited by Lennon, 04 January 2015 - 03:53 PM.


#19 Maximan

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Posted 05 January 2015 - 02:45 PM

None of those two work. This is really frustrating lmao

 

EDIT:

 

Nevermind, I fixed it! What I had to do was go into Script Properties and uncheck the box that says Deactivate upon success and change evaluate script to every 5 seconds.

Thanks for the help though :D

 

EDIT AGAIN:

 

I'm trying this on my minas tirith map

Only problem now is that it works a bit weird, it takes the walls far too long to attach. It goes straight to the wall, then it does a few 360 spins, goes away from the wall, goes towards it again and then attaches. Anyway to make it run more smoothly?

I dont know why this is happening to you, for me it runs smoothly. I am going to try to figure out another method for it then.



#20 Lennon

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Posted 05 January 2015 - 04:24 PM

 

None of those two work. This is really frustrating lmao

 

EDIT:

 

Nevermind, I fixed it! What I had to do was go into Script Properties and uncheck the box that says Deactivate upon success and change evaluate script to every 5 seconds.

Thanks for the help though :D

 

EDIT AGAIN:

 

I'm trying this on my minas tirith map

Only problem now is that it works a bit weird, it takes the walls far too long to attach. It goes straight to the wall, then it does a few 360 spins, goes away from the wall, goes towards it again and then attaches. Anyway to make it run more smoothly?

I dont know why this is happening to you, for me it runs smoothly. I am going to try to figure out another method for it then.

 

 

Idk if this will help but:

 

I've changed the scale of the Minas Tirith walls to 1.40 to make them seem larger and look more realistic. I've also scaled the siege towers to the same size so everything is equal. Maybe this is the reason they're not running so smoothly? But, I remember playing a few Minas Tirith maps before where the buildings were scaled larger and the siege towers worked perfectly. 

 

I've tried a few different things here and there but the siege towers go up to the wall, do a few circles, go away from the wall, go backwards into the wall and then attach. HOWEVER, not every siege tower follows the same pattern, some of them are faster than others and some don't do as many circles lol. 

 

I suck at explaining things, so if you want me to fraps the video of the siege towers going full retard, I can upload it to youtube

 

But, thanks for helping man. Would appreciate if you did find a solution.


Edited by Lennon, 05 January 2015 - 04:33 PM.





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