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Helm's Deep Last Hope Map Mod


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#61 zimoo

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Posted 16 March 2007 - 02:40 PM

Man those colours are intense. Are they so noticeable when zoomed out?
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#62 Lauri

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Posted 16 March 2007 - 05:52 PM

they look pretty good, but maybe desaturate the colors :lol: their pretty bright..

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#63 Pixel

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Posted 16 March 2007 - 06:14 PM

Desaturate them, They are a little to shiny. They nice though :lol:

#64 Rob38

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Posted 16 March 2007 - 07:32 PM

Sorry about the confusion, but the light settings are not what they are in my map. I just did that so you could see some of the details better. So here are the proper pictures in the correct light settings for my map:

Close up regular armor
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Normal view regular armor
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Close up upgraded armor
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Normal view upgraded armor
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Do you still think the colors need to be toned down more? I'll make sure to post all my pictures now on in the correct light settings. :lol:

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#65 Lauri

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Posted 16 March 2007 - 08:06 PM

well, they do look alot better now :lol:

but now I don't really know if you need to desaturate them... their fine IMO :p

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#66 D_bershevits

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Posted 16 March 2007 - 08:50 PM

Yes, they look very nice, maybe make it more of a movie skin.
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#67 Pixel

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Posted 16 March 2007 - 09:27 PM

They look alot better in them screens. Good job :lol:

maybe make it more of a movie skin.

How can they be anymore like the movies version?

#68 D_bershevits

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Posted 17 March 2007 - 11:02 AM

Well they have a different style helmet, and a long black cape.


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Edited by D_bershevits, 17 March 2007 - 03:37 PM.

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#69 Guest_Guest_jamie_*_*

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Posted 17 March 2007 - 11:30 AM

when do you think this will be ready it looks amazing

#70 Rob38

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Posted 17 March 2007 - 04:22 PM

@ D_bershevits True, but you would have to edit the model for that. And remember, you can't make a model too detailed, so I think the cape and better helmet would somewhat be a distraction. I'm pretty satisfied with how the Elven Warriors turned out overall. The skin took a long time to get it to look like the armor they wore in the battle.

@ guest Well, my goal is to have it completely finished by some time in August. Of course, that is subject to change depending on how much free time I have to work on it. Keep checking back to see the progress of my mod. :p

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#71 Rob38

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Posted 20 March 2007 - 07:31 AM

Well, I have a small problem that I need your input on. You see in ROTWK, there are quite a few models that I would like to use for my map mod ( rohan spearmen, uruk deathbringers, wildmen axethrowers, warg pack, etc...) Now the problem is that I know that there are some people that don't have ROTWK but still want to play my map mod. So what should I do? I can't really create two identical versions of the map mod because that would create a problem with balancing gameplay. At the same time, I don't think it's legal to take ROTWK models and put it in my map mod if it's for BFME2. So right now, I'm debating what I should do. I need your guys feedback so that I can make the right decision for this crucial stage of my map mod. Would people mind if maybe I do create two versions, but the BFME2 version having less since some of the models from ROTWK can't be used in it? Let me know what you all think about this.

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#72 IthronAiwendil

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Posted 20 March 2007 - 01:08 PM

I think it should only be for RotWK :D

#73 zimoo

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Posted 20 March 2007 - 01:34 PM

Spearmen - easy to make, plus anything you could make would be higher quality than EAs
Deathbringers - They're just CAH, nothing ilegal about keeping them
Wildmen Axethrowers - Oh god...
Warg pack - Just the same old warg creeps we've been slaughtering since BFME1 :D
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#74 IthronAiwendil

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Posted 20 March 2007 - 02:05 PM

The Wargs have a new animation in RotWK :D

#75 cahik_

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Posted 20 March 2007 - 03:10 PM

no new anims for wargs in RotW.

uruk captains would fit better then deathbringers IMO

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#76 IthronAiwendil

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Posted 20 March 2007 - 03:33 PM

Oh I thought they had new anims in RotWK... But I guess I was wrong. And btw, I think Uruk Deathbringers look terrible, they're one of EA's worst creations...

Edited by IthronAiwendil, 20 March 2007 - 03:34 PM.


#77 D_bershevits

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Posted 20 March 2007 - 07:35 PM

I argee make it for rotwk
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#78 Lauri

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Posted 20 March 2007 - 09:02 PM

I disagree, make it for BFME2, then make it for RotWK, cause it should be easier :sad2:

and I don't have RotWK atm... gotta get it though.... bog... :D

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#79 Rob38

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Posted 21 March 2007 - 02:57 AM

Well, it seems that there are some diferent opinions right now. The warg pack won't be a problem making it for bfme2, and I'll probably change the deathbringers with my own CAH model. For the rohan spearmen, I'm thinking of using the haradrim lancer model with a new texture. And for the wildmen axethrowers, I thining of using the corsairs of umbar model with a new texture. So, since it's looking like I'll be able to just make one version of this map mod that will work with or without the expansion, I have one last question about this. Which ini files would I use for the mod to run with or without ROTWK? Do I use the ROTWK files or do I use the BFME2 files?

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#80 Lauri

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Posted 21 March 2007 - 03:23 PM

BFME2 imo...

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