WANTED: Mappers
#302
Posted 11 October 2009 - 09:14 AM
Break dancing into the hearts of millions
#303
Posted 14 July 2011 - 02:02 AM
EDIT: How do you make thumbnails again?
Edited by Dunedain Ranger76, 14 July 2011 - 04:20 PM.
#304
Posted 14 July 2011 - 02:06 AM
Edited by Spartan184, 14 July 2011 - 03:12 AM.
#306
Posted 14 July 2011 - 04:21 PM
Another map: Lake Nenuial
Edited by Dunedain Ranger76, 14 July 2011 - 06:07 PM.
#308
Posted 14 July 2011 - 07:04 PM
#310
Posted 14 July 2011 - 07:22 PM
Source: Karen Wynn Fonstad: The Atlas of Middle-earth, p. 72ERIADOR was the name of all the lands between the Misty Mountains and the Blue. On Tolkien's map the entire region appeared as one integrated whole, with a series of uplands whose longitudinal axes formed concentric rings. Many of those uplands were downs — the Far (Fox) Downs, the White Downs, the North Downs, the South Downs, and the Barrow-downs. Interspersed with the downlands were the Hills of Evendim and the Tower Hills, which also fit the ringlike pattern [...]
Downs occur when layers of sedimentary rock dip away from hills or mountains and begin eroding back, peeling off layer after layer of rock. The more resistant rock layers stand up as long ridges, sometimes extending hundreds of miles, while weaker sediments are eroded more quickly, forming lowlands. The ridges have a steep erosional face called the scarp and a long, gently dipping backslope.
Circular down ridges most often develop around a dome, such as the Wold and Downs near Fangorn, Less commonly, the concentric ridges could erode back from hills enclosing a broad round basin. Eriador centered on the Weather Hills, but also was almost encircled by the Blue Mountains on the west and northwest and the Misty Mountains on the east, northeast, and north; so its assorted downs could have been eroding back from either the central hills, or the outlying mountains, or both. [...] Evaluation of those two features has resulted in the illustration of Eriador as one gigantic round basin. This roughly circular shape was retained as a series of sedimentary layers eroded back over the eons of time — circular ridges and complementary lowlands.
... a star shines on the hour of our meeting ...
#311
Posted 14 July 2011 - 07:44 PM
Edit: Or I'm just horribly confused on what you meant.
Edited by Dunedain Ranger76, 14 July 2011 - 07:47 PM.
#312
Posted 15 July 2011 - 08:29 PM
I'm kinda clueless when it comes to maps, so I'll let you decide .Ah of course, i tend to think of snow when in hear Arnor They certainly look good enough for the mod to me, but it's really up to Nertea or m@tt.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#313
Posted 16 July 2011 - 05:42 PM
Greenway:
1. The player in the upper right corner has all the econ- and expansion plots much closer to his main base, so he has an advantage over the other
2. That being said, I don't think there's enough econ-plots around. Two per player seems to little
3. For being lost\abandoned it seems rather pale when it comes to nature-props. Most of the worn-down "buildings" don't even have trees\bushes\ect around them. That might very well be WB simply blocking out trees that are to far away, but
4. The placement of these ruins seem random. They don't seem to form a collective former "city\outpost", because they're wide and spread, in addition to being way to few ruins, and if it was a city\outpost there before, would the road be dirt instead of tiles if it really went through the city\outpost?
5. I'd drop the pre-textured "here is a base" terrain from the bases. You know, the dirt part that basically points the two bases toward eachother. If you've gotta have it, have it around the entire base instead of infront, because Gondor and Erebor are the only camps who really points in a direction, the rest are open.
Lake Nenuial:
1. The river needs work on it's edges (especially the shallow part you can cross)
2. Again, the outposts and econ-plots are unbalanced.
3. Upper right area could be made more interesting.
4. The mountains seems to be too white, makes it look like a big quarry
5. It's not your fault, but I've gotta say it. I hate the BFME water!
The 4th Age version 0.8 has been released: Link
#314
Posted 16 July 2011 - 10:15 PM
The Greenway:
1. Hopefully fixed
2. Fixed
3. I have placed bushes around the ruins and yes it's WB fault for them not Showing
4. The reason for the ruins being placed in random spots is to show old houses along the North-South Road (The Greenway) that had bean ruined over time and from the Witch King's attacks from Angmar. For it being dirt, I didn't have any references of the Greenway being made of stone.
5. Fixed
EDIT: I forgot to turn off the damn passibility thing.
Lake Nenuial:
1. I think I fixed it, If I need to I'll go and improve it.
2. Should be better
3. Added more Ruins and an Economy Plot
4. I think the Mountain looks nice with white stone. Either way I originally wanted this map to be like LOTRO's Lake Evendim Territory, in which it was a green land with scattered tombs and white mountains. Along with a huge Annuminas. (Although Annuminas is sort of small.)
5. I fully agree with you.
Edited by Dunedain Ranger76, 16 July 2011 - 10:20 PM.
#315
Posted 16 July 2011 - 10:24 PM
Nothing wrong with that map ... it's a fair reproduction of Tolkien's "First Map" [so called because it's the first one appearing in vol. one of The Lord of the Rings trilogy; the map appearing in the last vol. is called the "Second Map"]; you can find some a short description of the 'first map' here.But that's not what This map shows?
However, this map isn't very well suited as basis for BfMe-maps (if you have aspirations of making these mirror Tolkien's Middle-earth), for the following reasons:
- As the map covers the whole of the known part of Middle-earth, there are very few details.
- The map is made as a 'picturesque' map, not a topographic one.
- A lot of names etc. are not shown, especially those referring to times before the War of the Ring.
You can find all this info extracted from Tolkien's texts in Karen Wynn Fonstad's Atlas of Middle-earth.
... a star shines on the hour of our meeting ...
#316
Posted 17 July 2011 - 07:35 AM
#317
Posted 17 July 2011 - 07:59 AM
Lauri is right on his point 4. concerning the ruins. Such ruins didn't exist along the Greenway, neither in the vicinity of Fornost (which I suppose the map is intended to picture), nor at the crossing west of Bree or in the vicinity of Tharbad.
... a star shines on the hour of our meeting ...
#318
Posted 17 July 2011 - 03:38 PM
Maybe if you give me some suggestions on what else to call it or even what to fix to make it more like the Greenway would actually help me, because right now, you aren't really giving ANY helpful advice so I could at least try to make my maps more lore friendly.
#319
Posted 17 July 2011 - 03:41 PM
And I don't think your primary focus should be to make them lore-friendly; if you want to have ruins along the road that sounds just fine. Don't hold back just so they can be lore-friendly, using some imagination is a good thing.
Edited by Matias, 17 July 2011 - 03:42 PM.
No fuel left for the pilgrims
#320
Posted 17 July 2011 - 03:44 PM
Heh, thanks Matias.
Edited by Dunedain Ranger76, 17 July 2011 - 03:47 PM.
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