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WANTED: Mappers


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#181 m@tt

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Posted 12 June 2007 - 01:53 PM

North Mirkwood - don't mind at all, it would be nice to have something a little bit different to the other Mirkwood maps, especially as it's further from the evil of Dol Goldur.

East Bight - some forests on the left side, and mainly just grassy lands with trees scattered around. Would be quite similar to Celduin, but a bit greener and with no river.

But I don't want to restrict you too much, you obviously know what you're doing.
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#182 snoopyzero

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Posted 12 June 2007 - 01:57 PM

sorry, but what obviously means?^^

you prefer a warm and nice mirkwood?
that could b funny to trie, well i will make northern mirkwood.


but at first celduin need to be finished^^

and: please make this mod wb-compatible, i wanna map with this , it should be funny^^

Edited by snoopyzero, 12 June 2007 - 02:01 PM.

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#183 m@tt

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Posted 12 June 2007 - 02:07 PM

"you obviously know what you're doing." means that from the screenshots, it is clear you know what you're doing, you don't find it difficult, you don't need to be told exactly what to do etc.

I've been speaking to Bard, he says he'd like to see some 'gulleys' on the right side of the East Bight map.

And the mod is WB compatible. Although Ched broke it last week, but fixed it last night ;) It really is a bastard to fix :p

Edited by mh_gollum, 12 June 2007 - 02:09 PM.

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#184 snoopyzero

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Posted 12 June 2007 - 02:30 PM

okay , gulleys...

i will try it with the smooth hig and the high brush tool.
so (who's bard^^? a leader?^^) it is no problem but i really don't know how it looks like^^.

ah sorry^^ i thought you mean gulleys on the celduin-map^^

but i've tried it a bit:

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there is no other way(without that it is looking stupid :p )

(do not think i'm stupid because i'm asking you so much , but it your modification and the map is for you, it must look like you wish^^)

you're right^^ when we tried to get our mod running with wb we were going crazy^^

Edited by snoopyzero, 12 June 2007 - 02:45 PM.

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#185 m@tt

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Posted 12 June 2007 - 02:45 PM

I don't mind all the questions. You're new round here so it's important to make sure we are thinking the same thing. I needed quite a lot of directing when I first joined the mod.

Bard is a staff member, he is the description writer and Tolkien-know-it-all :p

And those gulleys look nice ;)
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#186 snoopyzero

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Posted 12 June 2007 - 02:51 PM

do you have msn? or icq?
when yes here is my msn: snoopy-zero@hotmail.de^^
i have an question about getting .tga-files in the bfme1-wb, don't find where to put it inside.

i am really searching for more screens of your fantastic maps.
the vales of anduin looks great.

but i only had found the one screen ^^

what does the other moderators and admin think about? do you have some special wishes?
when not: fine :p

Edited by snoopyzero, 12 June 2007 - 06:52 PM.

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#187 snoopyzero

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Posted 03 July 2007 - 08:59 PM

@gollum, i've changed my msn-address, you can reach me here: snoopyzero@hotmail.de

;) :grin:
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#188 snoopyzero

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Posted 30 July 2007 - 08:47 PM

@ gollum: after I lost my first celduin_woods version I started a new version: here is this map, I've started it today.

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http://www.imgwelt.d...9IVQ99W3Y5I.jpg
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#189 Beleg

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Posted 21 August 2007 - 09:24 PM

im kinda new but i have a good idea for Gladden Fields
ill take it

Edited by Beleg, 21 August 2007 - 09:25 PM.

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#190 m@tt

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Posted 21 August 2007 - 09:29 PM

Cool, that's one I haven't planned at all yet. Post a concept if you want. Remember to look at the pics from the FOTR scene where Isildur is killed, for inspiration. And it doesn't matter if you're new, as long as you're good.
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#191 Núkumnëhtar

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Posted 21 August 2007 - 09:31 PM

Also read the Disaster of Gladden Fields in the Unfinished Tales. :thumbsdownsmiley:
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#192 Dre@mer

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Posted 25 August 2007 - 04:53 PM

Is that Dunland still free? When I finnish Fall of the Iron Crown (couple of days hopefully), I could do that one.

Edited by Dre@mer, 25 August 2007 - 04:54 PM.


#193 m@tt

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Posted 25 August 2007 - 05:22 PM

Yes it is. My only requirements for that is a 6 Player map (could be 7/8P if you want though), with camps.

Having seen how good you are at texturing with your Carn Dum map, I look forward to it ;)
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#194 snoopyzero

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Posted 26 August 2007 - 11:06 AM

yeah celduins textures are nearly finished you will get the finished version in two or three weeks

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http://www.imgwelt.d...2943RL45SX3.jpg

Edited by snoopyzero, 26 August 2007 - 11:20 AM.

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#195 m@tt

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Posted 26 August 2007 - 11:27 AM

Looks fantastic! Definitely good enough for the mod :good:
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#196 snoopyzero

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Posted 26 August 2007 - 11:50 AM

*g*

thanks^^

it will be much more better with vegetation

Edited by snoopyzero, 26 August 2007 - 11:51 AM.

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#197 cahik_

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Posted 26 August 2007 - 01:09 PM

Imo it looks quite unbalanced but it is just my opinion :good:

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#198 snoopyzero

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Posted 26 August 2007 - 01:47 PM

ahm...

okay you should look at the hills and not every plot is an econplot and some players have a worse psoition
so they need to have something to stay allive, believe me this map is perfectly balanced, theres no better position than the other, just because there s no symetric it isn't bad, but i should say, when you just look you can't see how it works. :good:
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#199 Núkumnëhtar

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Posted 26 August 2007 - 03:51 PM

This is indeed a top-rate map. I love non-symetrical maps, they have a more unique quality that makes them more fun to play than dull maps that have no challenge and look the same on each side, which is unrealistic to true landscapes...well enough of my rambling. :good: Good stuff here snoopyzero!
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#200 Olorin

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Posted 27 August 2007 - 07:39 AM

This is indeed a top-rate map. I love non-symetrical maps, they have a more unique quality that makes them more fun to play than dull maps that have no challenge and look the same on each side, which is unrealistic to true landscapes...well enough of my rambling. :spam: Good stuff here snoopyzero!

Núk here basically took the words out of my mouth when I first saw the map. Amazing level of detail; can't wait to play with Mirkwood on it. :p
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