Minas Tirith - rescaled for S.E.E.
#222
Posted 07 December 2007 - 03:47 PM
heres a render of helms deep:
heres a map of dol amroth
heres a map of orthanc
heres a map of osgiliath
heres a map of palargir
heres a map of laketown
#223
Posted 07 December 2007 - 04:19 PM
#225
Posted 07 December 2007 - 10:35 PM
#226
Posted 08 December 2007 - 02:12 AM
#227
Posted 08 December 2007 - 02:22 AM
#228
Posted 08 December 2007 - 04:15 AM
#229
Posted 08 December 2007 - 05:15 AM
After MT you're basically free to do whatever you feel like but I find the Isengard map pretty ok as it is. Off course, it could be bigger with a hefty scaled Orthanc model, but I wouldn't call that map as a map of any dire need of rework atm One that is terrible though is the Helm's Deep map. I hate the low walls and the "runway" to the gate that is like 4 times wider and 6 times lower than it is in the movie. That render looks very accurate? Where diid you find it? =)
After HD I'd say Osgilliath, to match the awesome MT. All these maps are definitely highly wanted for the future campaign. The goal of the campaign is naturally to "live the movies" and thus the MT map will make a GRAND finale for the Campaign, right before Black Gate and Mount Doom =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#230
Posted 08 December 2007 - 05:44 AM
Ive been playing around with the HD map and its gonna be very difficult. I may only be able to get the floor plan more accurate, but I cant make the walls taller. I thought about using the walls for the inner keep for the outer walls but they are wedge shaped and designed to go against a cliff. at best I might be able to just elevate the hornburg entirely to get a better ramp and more destinction between the deeping wall and it.
The render I found on google searching for images of Helms deep.
#231
Posted 08 December 2007 - 11:42 PM
#232
Posted 09 December 2007 - 03:38 AM
And Shepherds we shall be.
For thee, my lord, for thee.
Power hath descended forth from Thy hand.
Our feet may swiftly carry out Thy commands.
So we shall flow a river forth to Thee.
And teeming with souls shall it ever be.
E Nomeni Patri E Fili E Spiritu Sancti...
--Boondock Saints
#233
Posted 09 December 2007 - 04:24 AM
http://rapidshare.co...tirith.ace.html
In WB there are 2 tree icons for building things on the walls, one has the tower, and treb, the other has postern gate, tower, and treb, would it be easier if I place those icons and Sul edits them to the appropriate trebuchets?
Ive fiddled around with the HD map and I honestly think it cant be fixed without remodelling the walls. Im sorry but it is beyond my skill to heal.
Edited by njm1983, 09 December 2007 - 04:45 AM.
#234
Posted 09 December 2007 - 04:27 AM
Edited by njm1983, 09 December 2007 - 04:29 AM.
#236
Posted 09 December 2007 - 05:18 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#237
Posted 09 December 2007 - 05:34 AM
Atm, this is purely LOOKS... We need to adjust geometry for just about all objects in this map, and that's a project in itself that might take even longer than the actual rework of the map itself ^ To put it in plain english, stuff LOOK bigger but they are not in terms of "geometry" which means that units will wade half into structures and catapults will not hit where we think they should...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#238
Posted 09 December 2007 - 06:29 AM
I have questions about the model geometry things.
first why do some object work fine when scaled up? IE the walls?
second if the geometry is adjusted upwards on an object does it effect that object if it was used smaller? cause the main gate house is used at normal scale for the other gates.
#239
Posted 09 December 2007 - 02:01 PM
Anyway, Rob said he'd give it a try (MT)... so let's wish him luck
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#240
Posted 09 December 2007 - 04:30 PM
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