Minas Tirith - rescaled for S.E.E.
#321
Posted 10 October 2008 - 05:32 AM
The Dark is patient...
The Dark is generous...
And it always wins...
But in the heart of its power lies weakness...
It takes but a single candle to hold it back...
Love is more then a candle...
Love can ignite the stars.
#322
Posted 10 October 2008 - 02:17 PM
#323
Posted 11 October 2008 - 12:18 AM
The Dark is patient...
The Dark is generous...
And it always wins...
But in the heart of its power lies weakness...
It takes but a single candle to hold it back...
Love is more then a candle...
Love can ignite the stars.
#324
Posted 11 October 2008 - 04:55 AM
#325
Posted 13 October 2008 - 03:49 PM
Head Coder and Jack of Most Trades, Ultimate Empire at War
#326
Posted 17 November 2008 - 03:11 AM
Edited by King Earnur, 17 November 2008 - 03:12 AM.
#327
Posted 23 November 2008 - 04:31 PM
Couldn't you use the already built in buildings on the inside and outside of the walls as working garrisons, "farms" etc?
Never come between a Capn and his..uh..AstroSponge? No, no...Never come between a CapnAstro and his Sponge! Uh.....this doesn't work as well as the other guys names..
I am..
#329
Posted 24 November 2008 - 05:03 AM
Well, since it'd be impossible to do the 7 levels, and we need more room, I was thinking.
Couldn't you use the already built in buildings on the inside and outside of the walls as working garrisons, "farms" etc?
I like this idea Take out the need for buildings like farms and barracks and use the actual buildings that are already part of minas tirith. It would save on room, make it look more realistic, and probably allow for the extra levels.
#330 Guest_GeneralYin_*
Posted 24 November 2008 - 03:38 PM
1. It is a sensible and logical concept. If I were a building planner in Minas Tirith, I would definitely consider posting garrisons of archers and soldiers within the walls themselves and not in some special purpose built detached building on the third level.
2. There would be no need to build entire buildings within Minas Tirith (archery range, stables). This is a real space saver, and gives mappers the chance to possibly narrow the levels if they choose.
3. The postern gate model is large enough anyway to allow soldiers and horsemen alike to issue forth into battle.
4. These new in-wall barracks can be built from a build plot. Not unlike the original postern gate, or the trebuchet/battle tower wall piece.
5. It can be adapted for other functions (secret passages for quick movement of defending troops around the city).
Furthermore, if this object can be created, then it can be used on other fortress maps (Helm's Deep, Minas Morgul, Dol Guldur, Rivendell, the Grey Havens) for the same purposes.
If that could be done, I think it would be great!
What do you guys think?
#331
Posted 24 November 2008 - 10:55 PM
I quite like it, actually. It's a more detailed version of my suggestion.How about using the postern gate model, and recoding it to train units. It would give the appearance of there being barracks and garrisons within the walls and against the cliff faces themselves within Minas Tirith.
1. It is a sensible and logical concept. If I were a building planner in Minas Tirith, I would definitely consider posting garrisons of archers and soldiers within the walls themselves and not in some special purpose built detached building on the third level.
2. There would be no need to build entire buildings within Minas Tirith (archery range, stables). This is a real space saver, and gives mappers the chance to possibly narrow the levels if they choose.
3. The postern gate model is large enough anyway to allow soldiers and horsemen alike to issue forth into battle.
4. These new in-wall barracks can be built from a build plot. Not unlike the original postern gate, or the trebuchet/battle tower wall piece.
5. It can be adapted for other functions (secret passages for quick movement of defending troops around the city).
Furthermore, if this object can be created, then it can be used on other fortress maps (Helm's Deep, Minas Morgul, Dol Guldur, Rivendell, the Grey Havens) for the same purposes.
If that could be done, I think it would be great!
What do you guys think?
Perhaps you'd like to register?
Never come between a Capn and his..uh..AstroSponge? No, no...Never come between a CapnAstro and his Sponge! Uh.....this doesn't work as well as the other guys names..
I am..
#332 Guest_GeneralYin_*
Posted 25 November 2008 - 09:02 AM
#334
Posted 29 November 2008 - 11:16 PM
Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.
I had the meaning of life in my signature, but it exceeded the character limit.
#335
Posted 02 December 2008 - 07:43 PM
#336
Posted 03 December 2008 - 04:49 AM
I'm pretty sure it isn't done.Is the map finished?
#337
Posted 15 December 2008 - 05:07 PM
SEE will use the version shown in this thread, While all the map work is complete, there are some minor things to wrap up on it in the area of geometry. Robnkarla was doing that work since he had recently had a number of personal challenges that needed attending to i doubt he has finished this. But I do know that all the geometry issues have been worked out because in the private beta of the Rj-mod he has the map working 100%. Now its just a matter of doing it for SEE.
#338
Posted 15 December 2008 - 05:50 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#339
Posted 15 December 2008 - 07:26 PM
#340
Posted 15 December 2008 - 08:51 PM
Would you mind collecting the current map's actual screenshots in the very first post?
Hey sul nice to SEE you again
Sorry for being a little pushy, but will you start working on this mod again?
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