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Minas Tirith - rescaled for S.E.E.


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#421 Gfire

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Posted 13 November 2009 - 06:56 PM

I think those men walls look kinda silly. Someone make a new model!

I totally understand, though. It's very hard to make maps without someone to make dozens models for you.

I wonder how the pathing will act with all those buildings...
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#422 njm1983

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Posted 13 November 2009 - 09:00 PM

OK Im not a God would never ever claim to be. Im just a good mapper.

Personally new models are great, problem is as you say getting someone to make one and then getting it in WB so I can even use the f-ing thing. Ill try and not take it personal, but I consider what I did a really creative way of overcoming a challenge ;). Having played around with many renditions of Minas tirith maps Ive seen what works, what doesnt, and what hasnt been tried :sad:. It might look silly to you but its the most professional way of accomplishing my goal.:p

Edited by njm1983, 13 November 2009 - 09:01 PM.


#423 Prince of the Dark Forest

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Posted 13 November 2009 - 09:54 PM

I played another fully-functioning 7-level Minas Tirith map which was on a modding website as a single map release. It was great, but its main problem was it had a large space for the citadel and main buildins 1) on the first floor and 2) on a 'made-up' plateau near the 7th level. The Citadel started on the 7th Level and getting any units/heroes that you build the plateau onto Pellenor Fields took ages.

I tested it with Gandalf on Shadowfax. It took 6 frigging minutes to get from top to bottom. I guess that fits with the movies in which it took Gandalf some time to clamber up to Denethor's Hall, but for the sake of gameplay, I don't think the stairs to the upper levels should be too complicated.

As far as I can see of this map, its not too bad in terms of distance from top to bottom on foot, and anyway, the citadel and building will be on the lower levels, so I guess the access to upper levels are just trivial kinks or a last resort.

Anyway, keep up the great work!

(PS- I think you are a mapping God! :p)
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#424 av8r

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Posted 13 November 2009 - 09:56 PM

Got a link to that map? Thanks!
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#425 Prince of the Dark Forest

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Posted 13 November 2009 - 10:20 PM

Here is the link: http://lordofthering...ngs_beta;102545

Edited by Prince of the Dark Forest, 13 November 2009 - 10:23 PM.

Ignited into the world in a flash of lightning, it gleams faintly in the heart of its mother, wood. It begins as an ember, a mere wisp of heat and colour. Its chance of survival at this critical moment is minute, yet it fights on, against the unforgiving cold, against the depths of night and against its mortal enemy: rain.

#426 Nazgûl

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Posted 14 November 2009 - 11:31 AM

Will the multiple texture (MotW wall texture) on the walls of that last shot be changed into the large texture of the MT walls? =)

Edited by Nazgûl, 14 November 2009 - 05:04 PM.

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#427 njm1983

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Posted 14 November 2009 - 05:00 PM

If you wanna do it it's fine with me.

#428 Nazgûl

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Posted 14 November 2009 - 05:04 PM

Hehe ok, I wish I knew how too =p I can't map textures onto models. I can only reskin them :p

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#429 Ring o' Fate

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Posted 14 November 2009 - 06:16 PM

OK Im not a God would never ever claim to be. Im just a good mapper.

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#430 Uruk King

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Posted 15 November 2009 - 01:13 PM

Now that was funny!! =D

But really, judging from what I've seen, it makes Middle-earth seem that much closer. I wonder, what the reviews for the Battle for Middle-earth II would have been like, if such skill, talent, and basically pure excellence as displayed here was in the actual game.

When the next private beta comes out, someones going to have a great time testing on the map when it's finished
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#431 elbenmensch

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Posted 15 November 2009 - 06:38 PM

gr8 work njm!
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#432 khamulrulz

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Posted 16 November 2009 - 08:17 AM

looks really good! can't wait till the upper levels get their buildings (i think they were built into the walls)
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#433 Nazgûl

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Posted 16 November 2009 - 08:31 AM

The only thing that worries me is the major geometry adjustments that Robnkarla did for the 1st version (in beta 4.7 now) would have to be done all over again? =7

Edited by Nazgûl, 19 November 2009 - 07:17 PM.
Spelling as usual...

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#434 Archon

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Posted 18 November 2009 - 05:30 PM

Can Sul do it?
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#435 Sûlherokhh

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Posted 18 November 2009 - 05:54 PM

No, i just code. :good:

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#436 Nazgûl

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Posted 19 November 2009 - 07:18 PM

I think all the adjustments was made in the Geometry sections of the INIs.... But I have no idea how he calculated them

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#437 Archon

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Posted 19 November 2009 - 07:20 PM

Maybe this version won't have any bugs...we'll just have to wait and see...
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#438 Rob38

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Posted 20 November 2009 - 12:58 AM

I think all the adjustments was made in the Geometry sections of the INIs.... But I have no idea how he calculated them


What's so difficult about it? :p You should just be able to multiply the geometry numbers by whatever scale the object is on the map.

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#439 yams in a can

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Posted 20 November 2009 - 01:41 AM

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#440 njm1983

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Posted 20 November 2009 - 02:11 AM

Thats kinda what I always figured Rob, since the existing numbers are there for the current size, you would clone the object with give it a new name and change the geometry codes to fit the new size, by multiplying the existing code numbers by what ever the increase is. But Im no coder.

Havent worked much on the map since last week but I do have some minor updates to it, enjoy the pictures:

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