Jump to content


Photo

Minas Tirith - rescaled for S.E.E.


  • Please log in to reply
470 replies to this topic

#441 Gfire

Gfire

    Nuju

  • Project Team
  • 2,173 posts
  • Location:I have returned from the depths
  • Projects:Finding My Way
  •  The Perfectionist

Posted 20 November 2009 - 02:37 AM

:p Looking good. Really has that movie feel. I wonder if you'll get that feeling while playing, all zoomed in and stuff.
Greetings, community.

#442 ttandchotmail

ttandchotmail

    title available

  • Project Team
  • 849 posts
  • Location:Oz

Posted 20 November 2009 - 05:24 AM

Bloody brilliant mate :p
No chance of returning....Zero chance of surviving....Well!? When do we get started?
Posted Image
Posted Image
Posted Image

#443 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,561 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

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? :p 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}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#444 njm1983

njm1983

    title available

  • Project Team
  • 2,867 posts
  • Location:Orangevale, California USA

Posted 20 November 2009 - 03:53 PM

That mountain you see is hand crafted from the terrain in wb its not an object :p

#445 Gfire

Gfire

    Nuju

  • Project Team
  • 2,173 posts
  • Location:I have returned from the depths
  • Projects:Finding My Way
  •  The Perfectionist

Posted 20 November 2009 - 06:12 PM

Oh yeah, I was wondering about that. If it's terrain, how will you get from one side to the other? Massive postern gates?
Greetings, community.

#446 njm1983

njm1983

    title available

  • Project Team
  • 2,867 posts
  • Location:Orangevale, California USA

Posted 25 November 2009 - 10:08 PM

Yeah massive postern gates is what i had in mind to traverse from one side to the other, then an elevator to get units from 5 to six and a wierd L shaped postern gate to get from 6 to 7. Its going to require modelling, I know it can be done because Robnkarla said it was doable before he disappeared otherwise I wouldnt be wasting my time.


Update: Houses of Healing

Posted Image

#447 yams in a can

yams in a can

    Friend of the Right Side

  • Members
  • 391 posts
  • Location:Henrico,Virginia

Posted 26 November 2009 - 12:45 AM

All I think that's needed for improvement is the buildings on each level that aren't there (yet??). By the way, what did the History of Ages Mod steal from you?

Posted Image
To the professor, John Ronald Reuel Tolkien.


Posted Image
Posted Image

-yams in a can


#448 njm1983

njm1983

    title available

  • Project Team
  • 2,867 posts
  • Location:Orangevale, California USA

Posted 26 November 2009 - 12:58 AM

As nice as this looks I've still got a lot to do before this side is finished. Obviously the area isn't accessable to units it's just a visual thing. The arched walkway to the left will lead to the hallows. I'm not sure how much space there will be for buildings as the levels shrink in width so I may use the wall buildings only, but I'm being very selective about whichones and where I put em.

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.

#449 khamulrulz

khamulrulz

    title available

  • Members
  • 469 posts

Posted 26 November 2009 - 01:42 AM

yeah i think history of ages based their map of the bfme1 minas tirith, with buildplots and everything.
Posted Image
Posted Image

#450 njm1983

njm1983

    title available

  • Project Team
  • 2,867 posts
  • Location:Orangevale, California USA

Posted 01 December 2009 - 06:07 AM

Update:

Started to add the hallows in and Im wrapping up the upper levels on this side.

Posted Image

#451 Prince of the Dark Forest

Prince of the Dark Forest
  • Members
  • 249 posts

Posted 01 December 2009 - 06:52 AM

Great!
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.

#452 khamulrulz

khamulrulz

    title available

  • Members
  • 469 posts

Posted 01 December 2009 - 08:54 AM

looks really nice, but wasn't the 7th level accessed through a tunnel coming up through the rock thing jutting out?
i remember in the books and movie gandalf and pippin come up through that tunnel, and see the fountain court with the white tree
Posted Image
Posted Image

#453 ttandchotmail

ttandchotmail

    title available

  • Project Team
  • 849 posts
  • Location:Oz

Posted 01 December 2009 - 07:23 PM

Looks Epic to me :p Great work mate :shiftee2:
No chance of returning....Zero chance of surviving....Well!? When do we get started?
Posted Image
Posted Image
Posted Image

#454 Masterbadeend

Masterbadeend

    Yellow_Pete

  • Project Team
  • 797 posts
  • Location:The Netherlands
  • Projects:RCMOD
  •  Mapper @ the RCMOD

Posted 01 December 2009 - 07:49 PM

Nice, but are you sure you won't simply make an object for it? :shiftee2:

Posted Image
Posted Image
Thanks to MirkwoordArcher for this great signature and the lovely duck.
Posted Image


#455 njm1983

njm1983

    title available

  • Project Team
  • 2,867 posts
  • Location:Orangevale, California USA

Posted 02 December 2009 - 02:40 AM

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.

#456 khamulrulz

khamulrulz

    title available

  • Members
  • 469 posts

Posted 02 December 2009 - 07:13 AM

can you actually get guys to go to the hallows?
Posted Image
Posted Image

#457 njm1983

njm1983

    title available

  • Project Team
  • 2,867 posts
  • Location:Orangevale, California USA

Posted 02 December 2009 - 08:46 PM

Nah, it's just a visual thing. I wanted to build the most complete minas tirith, but I had to keep the accessable areas limited to the 7 levels for the sake of my sanity.

#458 Masterbadeend

Masterbadeend

    Yellow_Pete

  • Project Team
  • 797 posts
  • Location:The Netherlands
  • Projects:RCMOD
  •  Mapper @ the RCMOD

Posted 02 December 2009 - 08:58 PM

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.

Yes, it´s going to be hard to get it right. If I somehow have an idea, I'll tell you :p .

Posted Image
Posted Image
Thanks to MirkwoordArcher for this great signature and the lovely duck.
Posted Image


#459 Arveanor

Arveanor
  • Members
  • 83 posts

Posted 14 December 2009 - 03:39 AM

It keeps getting better :p

Though I thought this mod was a tribute to the films, not the other way around :p

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 :p

#460 MrBlack103

MrBlack103
  • Members
  • 41 posts

Posted 19 January 2010 - 06:16 AM

Man, this map is going to be so EPIC when it's finished.

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!




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users