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Update on WOTR

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#1 MaxHardy

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Posted 24 June 2018 - 01:29 PM

Since the team has a lot of other things to do, I decided to take a shot at the War Of The Ring (WotR) mod.

What I’m currently doing (and aim to do) is in line with Biddy’s work (https://forums.revor...he-ring-redone/) and robnkarla’s hopes for an extended living world in ROTWK.

For those who don’t know, robnkarla (behind the great RJ mod) created new regions objects to be used in WotR. The things are in free access on The3rdAge.net (https://www.the3rdag...tem-384?addview).

My little work is based on this awesome feature which literally gives access to more than 100 regions on the living map (http://rjrotwk.the3r...iving_world.htm).

 

I'll be using m@tt's converted maps for missing BFMEI's maps (https://www.the3rdag...item-94?addview).

 

Simply put, what I intend to do includes :

  • an update on visuals to get rid of the cartoonish style of BFMEII/ROTWK and get back to the look of good old BFMEI,
  • an update on units (just coding all new units from the mod into WotR),
  • an update on maps to give each new region a new battlefield (with all news AOTR maps).

This post will regularly be updated with new features.

 

VISUAL UPDATE

 

New Living Map texture - by Biddy

New Factions Banners - Back to BFMEI style

Spoiler

New Map Portraits

Spoiler

New Loading Screen for each map

Spoiler

 

BUILDINGS & UNITS ROSTER UPDATE

At start, each faction will have access to three leading army heroes. An additional leading one can be recruited at the fortress among secondary heroes that can join armies.

The buildings' size is quite reduced so they're not overly present.

Gondor

Spoiler

Lothlorien

Spoiler

Erebor

Spoiler

Rivendell

Spoiler

Mordor

Spoiler

Isengard

Spoiler

Misty Mountains

Spoiler

 

NEW TERRITORIES & NEW REGIONS

To Be Debated

109 regions / 11 territories

 

1533551152-middleearth.jpg

 

Arnor - 11 regions

Spoiler

Erebor - 6 regions

Spoiler

Eriador - 9 regions

Spoiler

Gondor - 21 regions

Spoiler

Harad - 5 regions

Spoiler

Lindon - 5 regions

Spoiler

Misty Mountains - 9 regions

Spoiler

Mordor - 6 regions

Spoiler

Rhovanion - 16 regions

Spoiler

Rhûn - 5 regions

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Rohan - 16 regions

Spoiler

 

SCENARIOS

War in the North

Spoiler

War in the South

Spoiler

 

CREDITS

AOTR Team

robnkarla a.k.a The Great

m@tt


Edited by MaxHardy, 18 August 2018 - 12:04 AM.


#2 MattTheLegoman

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Posted 25 June 2018 - 02:37 AM

These are my two suggestions for WotR. I've already shown them to MaxHardy and he's told me of a few issues with them.

 

What I have tried to do is remove maps that were too close to the edge of the world, edit the layout so that there is space in each location. Add important locations (that's subjective) and kept connections between those locations reasonable. The big issue with the region changes I'm suggesting is that it doesn't include all maps.

 

Green are additions to the layout and map. Red are deletions of lines or maps.

 

 

 

Spoiler


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


#3 Thranduil_King

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Posted 25 June 2018 - 04:43 AM

It will be very nice and more entertaining to play with more maps in WoTR.



#4 MaxHardy

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Posted 25 June 2018 - 06:18 AM

Your layout is definitely better, Matt, and way more lore-accurate.

 

But since it requires mesh editing, I'll focus first on getting robnkarla's layout playable in AOTR.



#5 MaxHardy

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Posted 25 June 2018 - 07:26 AM

New buildings for Erebor faction

 

VMTYCr.jpg

 

kYWaIG.jpg
 
i1NWV0.jpg

Edited by MaxHardy, 25 June 2018 - 07:29 AM.


#6 MattTheLegoman

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Posted 25 June 2018 - 07:52 AM

I certainly agree with you that you should get the current WotR mode working first. I think I could edit the meshes and glows, but I'll only attempt that after you've got it working.


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


#7 MaxHardy

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Posted 25 June 2018 - 09:00 AM

Each map will have a new portrait based on movies

rOtsCx.jpg



#8 Sharkey

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Posted 25 June 2018 - 01:59 PM

This all looks very tantalising - particularly in combination with all of the the planned factions, which could take full advantage of this expanded playground in lore-friendly or film-friendly scenarios.



#9 MaxHardy

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Posted 26 June 2018 - 01:48 PM

Return of BFMEI's style banners

 

rZJor7.jpg



#10 MaxHardy

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Posted 27 June 2018 - 10:45 AM

After implementing all new maps, missing ones are : Andrast, Edoras, Framsburg, Gladden Fields, Hall's of Thranduil, Lamedon, Northern Mirkwood, Orocarni, Shelob's Lair/Cirith Ungol, Trollshaws, Vales of Celduin



#11 Mathijs

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Posted 27 June 2018 - 11:22 AM

For Far Harad, would Harad Coast work?


No fuel left for the pilgrims


#12 MaxHardy

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Posted 27 June 2018 - 11:31 AM

It definitely would if you want this map on WOTR  :smile2ap:


Edited by MaxHardy, 27 June 2018 - 11:37 AM.


#13 Mathijs

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Posted 27 June 2018 - 12:44 PM

Of course!


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#14 Mathijs

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Posted 27 June 2018 - 09:49 PM

I have some thoughts on the hero rosters you've got. What about this:

 

Gondor

 

- Faramir

- Boromir

- Imrahil

Recruit: Gandalf the White

 

Lórien

 

- Haldir

- Idrial

- Celeborn

Recruit: Galadriel

 

Erebor

 

- Balin

- Dwalin

- Bard

Recruit: Thorin Oakenshield

 

Mordor

 

- Mouth of Sauron

- Gothmog

- Khamul

Recruit: Witch-king of Angmar

 

Isengard

 

- Wulfgar

- Lurtz

- Wormtongue

Recruit: Saruman

 

Misty Mountains

 

- Muzgash

- The Great Goblin

- Urshak

Recruit: Azog the Defiler

 

Basically make the most powerful heroes available as recruited heroes, and removing Aragorn from Gondor's selection so he can be a big one in Rivendell, which would look like this:

 

- Aragorn

- Glorfindel

- Gildor

Recruit: Elrond 

 

 


No fuel left for the pilgrims


#15 The_Nazgul

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Posted 28 June 2018 - 06:09 AM

Great job man!
 
What you mean by "each faction will have access to three heroes. An additional one can be recruited at the fortress."?
Is that one additional one also an army leader? if yes, WOW!
.
I just wanted to give some suggestions for heroes but i see mathijs already did that though for isengard, wormtongue is not the best option imo. how about ugluk?
 
And for Erebor; don't you think it is better to use war of the ring era heroes instead, in future? this is WOTR after all! (gimli,stonehelm , dain and brand)
 
I'm perfectly happy with everything else and pretty excited overall!
Best Regards.

Edited by The_Nazgul, 28 June 2018 - 06:15 AM.


#16 MaxHardy

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Posted 28 June 2018 - 09:38 AM

@Mathijs

 

You're right, it's better this way. As The_Nazgul said Ugluk might a better choice than Wormtongue though.

 

@The_Nazgul

 

Yes, the additional hero will be an army leader.

As for the dwarven heroes, I totally agree with you. We'll see when they're out :)



#17 The_Nazgul

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Posted 28 June 2018 - 12:03 PM

@Mathijs

 

You're right, it's better this way. As The_Nazgul said Ugluk might a better choice than Wormtongue though.

 

@The_Nazgul

 

Yes, the additional hero will be an army leader.

As for the dwarven heroes, I totally agree with you. We'll see when they're out :)

 

Thanks!

Also for the mordor units, your unit roster has 3 trolls and 3 archer units.

 

There are some units that you did not picked for mordor. "Easterling Kataphrakts, "Easterling Swordsmen" and "Morgul Orcs".

So how about doing the same thing you wanna do to your "Misty Mountains" and move the trolls to the siege work then replace them with the mentioned units.

Maybe changing the name of the structure to something more fitting as well.

or, 

You can simply remove "haradrim archers" and "drummer trolls" and use easterling swordsmen and kataphrakts instead. i don't see the morgul orcs so necessary to be honest.



#18 MaxHardy

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Posted 28 June 2018 - 12:09 PM

The thing is I don't know if units that could only be recruited through fortress upgrades (for example Morgul orcs) or spell book powers (easterling additionals, Dol Amroth's units etc) should be available on the living world.



#19 Thranduil_King

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Posted 28 June 2018 - 02:14 PM

I think it would be better to leave more heroes (5 or 6) more in WoTR, because of the map will be bigger, It'll need more heroes.

#20 The_Nazgul

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Posted 28 June 2018 - 03:19 PM

The thing is I don't know if units that could only be recruited through fortress upgrades (for example Morgul orcs) or spell book powers (easterling additionals, Dol Amroth's units etc) should be available on the living world.

Well i don't know. but i do know most of gondor fans love Dol amroth knights specially when you have Imrahil as an army leader!

Same goes for easterlings, Anyway i guess there is a long way to go meanwhile adding units is one of the last things to do i think!

Lots of works and discussions so maybe in future... 

 

Btw about isengard heroes, how about Wulfgar instead of sharku? he is not really that useful or important anyway and considering the rule of wildlings; wulfgar can be a pretty good choice. also he is a powerful hero to have on your roster.

 

I think it would be better to leave more heroes (5 or 6) more in WoTR, because of the map will be bigger, It'll need more heroes.

 

4 Is ok dude you still can use defensive armies on your territories, having more than 4 attacking armies is hard to manage i would say.

And remember it is still 1 more than vanilla!






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