Minas Tirith - rescaled for S.E.E.
#441
Posted 20 November 2009 - 02:37 AM
#443
Posted 20 November 2009 - 11:46 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? You should just be able to multiply the geometry numbers by whatever scale the object is on the map.
Yeah, that I know... That's how I adjusted Ents and Mumakil before... but I was under the impression that Robnkarla made new items for this map, and thus I'd have to know the original scale of the model, but maybe I got that wrong. Maybe it's all a kitbasch of existing models and walls etc. Mostly I was thinking about the mountan and rocks etc, so that troops won't pass right through them =p
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#444
Posted 20 November 2009 - 03:53 PM
#445
Posted 20 November 2009 - 06:12 PM
#446
Posted 25 November 2009 - 10:08 PM
Update: Houses of Healing
#447
Posted 26 November 2009 - 12:45 AM
To the professor, John Ronald Reuel Tolkien.
-yams in a can
#448
Posted 26 November 2009 - 12:58 AM
History of ages didn't steal anything, at first glance it looked as though they were using
my minas tirith map, but upon closer inspection it wasn't even close.
#450
Posted 01 December 2009 - 06:07 AM
Started to add the hallows in and Im wrapping up the upper levels on this side.
#451
Posted 01 December 2009 - 06:52 AM
#455
Posted 02 December 2009 - 02:40 AM
#457
Posted 02 December 2009 - 08:46 PM
#458
Posted 02 December 2009 - 08:58 PM
Yes, it´s going to be hard to get it right. If I somehow have an idea, I'll tell you .Believe me when I tell you that I've considered many different options for the city. I have asked in the past for modelers to build it for me and they never got around to it. I really don't mind I don't even know how to get the new object into wb anyway. The one thing with this version is that it will need someone who can make all the objects for passing through the mountain and a special one to get to the top level. I've got it in my head how it should be but it's outta my hands. The other issue is the camera intake will most likely bounce like a mutha at these heights so I'm not sure how to overcome that either. In the end I'll finish this map and whether or not the problems can be fixed isn't up to me.
#459
Posted 14 December 2009 - 03:39 AM
Though I thought this mod was a tribute to the films, not the other way around
If it's not too much to ask, do you think you could give us a screenie with 20 mumakil lined up?
anyway, I absolutely love this map
#460
Posted 19 January 2010 - 06:16 AM
About the L-shaped postern gate, if you can't get it working, you could always set up some kind of teleport script to move units between the 6th and 7th levels. Of course, this would require you to babysit your units on the way down...
Are you planning to have the citadel as the main fortress building? If so, you might want to sort out some alternative way of training builders as it would take them ages to get down to the levels where there is actually room to build stuff. Unless you place some sort of pre-built buildings (that idea of setting them into the walls is really good).
Anyway, I love all your maps njm1983! You are simply amazing!
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