"EvilMen" faction!
#461
Posted 17 April 2008 - 11:50 PM
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#462
Posted 05 June 2008 - 09:49 PM
#463 Guest_Predi_*
Posted 07 June 2008 - 02:17 PM
http://www.ea.com/of...sp?skin=default
I played a lot with tis game and it's really gives back the movie feeling of pelennor fields You could get some pretty good skin or model idea from it....
#464
Posted 08 June 2008 - 09:48 AM
The Evil Men's answer to the Beserker could be the "Haradrim Assassin", an expert in hand-to-hand combat who, although not as powerful or as armoured as the Beserker, is agile enough to avoid being trampled in cavalry charges, and can change from two short-swords to a returning razor-discus (ala Xena.) Is stealthed when not moving, and gets a poison passive ability at Level 2.
An idea for an Evil Men hero-
Pallando the Easthelper: Once friend and ally to the now dissappeared Alatar the Darkness-Slayer, Pallando was corrupted by a lust for power like Saruman, and fell under Sauron's influence. He led a dark cult of sorcerers in an assault against Dol Amroth and later became allied with the Dragon, Vishnor the Swift, in an effort to take the Blue Mountains for himself.
Abilities-
Level 1: Wizard Blast
Level 2: Foresight (Gives allied archers range bonus, all allies an attack and defence bonus)
Level 5: Whirlwind
Level 7: Silencing Spell (Temporarily turns enemies in radius to stone, rendering them unable to attack or defend but giving them armour bonus)
Level 10: Mount Vishnor
Vishnor: The fastest dragon in the land, but smaller in stature than the Great Dragons Smaug and Drogoth, he was driven from the North by the Dwarves and fled Eastward, where he became allied with Pallando, who promised his triumphant return to his home.
Level 1: Fireball
Level 5: Soar (Vishnor climbs above the range of arrows, allowing for suprise attacks or safe retreats.)
Palantir power suggestions-
Drought: Decreases enemy building production time
Sandstorm: Creates cloud of swirling sand, decreases enemy movement speed, attack and defence. Renders allied units invisible whilst standing still.
Desolate Wind: A dry, demoralizing wind arrives from the East, cancelling Cloudbreak and Darkness and Freezing Rain, and also cancels enemy leadership bonus's and slows power recharge times.
Summon Assassin's: Summons a group of Assassin's.
#465
Posted 17 July 2008 - 02:41 AM
NOTE:I'm sorry if this idea(s) was already posted.my eyes were killing me when i looked in so many other pages.
Edited by SovietSoldier, 17 July 2008 - 02:45 AM.
#466
Posted 17 July 2008 - 06:57 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#467
Posted 17 July 2008 - 07:22 PM
#468
Posted 17 July 2008 - 09:37 PM
http://lotr.wikia.com/wiki/Khamul
sorry,but i know games workshop released a figure of the black easterling in his usual easterling form.ill try to find it,and when i do,i will post.
*EDIT*:i found the picture of khamul.here it is:
http://uk.games-work...evil/khamul.jpg
um,i fear someone else posted this picture.if that is the case,im sorry.
Edited by SovietSoldier, 17 July 2008 - 09:39 PM.
#469
Posted 17 July 2008 - 11:16 PM
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"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#470
Posted 17 July 2008 - 11:46 PM
Yeah I know about Khamul, but the Nine will stay as they are... the Nine
ok,you hit me there.but anyways,i was talking about khamul in his easterling form as a hero to evil men,and the khamul nazgul as a hero for mordor(just saying,if you understood what i said)
#471
Posted 18 July 2008 - 11:17 AM
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"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#473
Posted 18 July 2008 - 07:15 PM
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"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#474
Posted 19 July 2008 - 04:04 AM
2)i dont know if this was added,when the haradrim came in the movie,the chief of mumakil riders sounded a horn,which inspired fear to the rohirrim.can the chief mumakil rider(i forgot his name) have that horn to inspire fear into enemies?(just like boromir)
#475
Posted 19 July 2008 - 04:45 AM
Anyhow, I would like to point something out here: just because you call them "evilmen" doesn't mean it won't sound weird I mean, they are still called 'Evil_Men'! lol or Men of the East, as they are [horribly] *cough-cough* called in RJ's mod.
My point is, it would sound A LOT better (and I said this before in another thread but will say it again) to call them something like "Rhun" (which means "East" in elvish and, well, after all, all "evilmen" came from there, the East! Easterlings, Khand-men and even Haradrim, who came from 'Harad' [or the south], came from the east too, or at least the south-east, of Middle-earth).
Would love to see you do that, just as you're [hopefully] renaming the Elves into Lorien (hey don't say no now! it's in the To-do List! )
Although that's just my humble suggestion: we would have Lorien, Erebor, Gondor [God-willing], Mordor, Isengard, Moria AND "Rhun" (and not all that AND "evilmen" wow sounds horrible indeed)
Your call Naz
Cheers
PS: love the idea of a horn for mumakil rider
Edited by Beriadan, 24 July 2008 - 01:32 AM.
#476
Posted 19 July 2008 - 11:09 AM
1)also,you know the wild wargs and wild cave trolls,and etc?how about wild mumakil?they would be without haradrim marks,and without haradrim on top of them.just a plain mumak.but i dont really like that idea,because mumakil are hard to kill,unless you have archers with fire arrows.
2)i dont know if this was added,when the haradrim came in the movie,the chief of mumakil riders sounded a horn,which inspired fear to the rohirrim.can the chief mumakil rider(i forgot his name) have that horn to inspire fear into enemies?(just like boromir)
We'll see about the names. Rather low prio atm, but we'll see
1) We will have a Wild Mûmakil horde of say 4-5 beasts. At least it's planned that way since a long time. They will be a summon power and enter from off screen, run in and cause havoc and then run off again. Kinda like dragon strike (Smaug)
2) The Mahûd is already a finished model, and if we can mount him on the mûmakil, we will most likely have the horn as well. It's also been planned for a long time
Edited by Nazgûl, 19 July 2008 - 06:54 PM.
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"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#477
Posted 19 July 2008 - 03:10 PM
2)Beriadan,they were called corrupted men in the movie i think,and they never mention rhun(which upsets me),and this mod comes from the movie.
3)I dont like the summon of mumakil as a power.I think they should be made in a mumakil pen.
*OFFTOPIC*:I have a dream to be a mapper,and when i achieve it,I will make maps for SEE.probably even with units inside the map(just like the fellowship games we see in bfme2)
#478
Posted 26 July 2008 - 11:02 PM
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"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#479
Posted 26 July 2008 - 11:10 PM
#480
Posted 26 July 2008 - 11:13 PM
Renx or 3ds max is the most common modeling application used for bfme modding. However, it is possible to model with blender and export to 3ds. Wich then another modeler would have to bind.What program are you using? Do you think you could make models in blender and use them in the game?
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