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Minas Tirith - rescaled for S.E.E.


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#41 zachdaddy_3000

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Posted 12 November 2007 - 04:46 PM

I don't think that the barracks and such need to be remodeled just yet, why don't we have a look at them when they're level three and then compare them to the other buildings?
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#42 Mordor Slayer

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Posted 12 November 2007 - 04:56 PM

Looking awesome! Can you take a screen with max zoomed out?
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#43 zachdaddy_3000

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Posted 12 November 2007 - 05:02 PM

With Minas Tirith being that size, it probably already is!
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#44 Nazgûl

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Posted 12 November 2007 - 06:55 PM

We can change this for that map alone if needed... and with the RJ Cam there will also be a considerable about of extra zoom (out). I could send him the Scripts for RJ Cam... :good:

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#45 njm1983

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Posted 13 November 2007 - 02:23 AM

yeah the pics are at max zoom, but i dont think I could get the rj cam implemented into the map, Im more of an object placement mapper, script work may have to fall onto someone elses shoulders, but Im willing to take a look at it, maybe I could use the maps that currently have it as a base to what I need to modify.

regarding the building, theyve been scaled up so that doors and such match the units size, the barracks archer range and other such buildings dont have those issues so I doubt we will scale them up, but ya never know.

#46 Nazgûl

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Posted 13 November 2007 - 03:12 AM

I think the RJCam would help you a LOT when playtesting for looks... and it's REALLY easy to implement, since Robnkarla left us finished scripts. Just plug them in, into the map, in WB. All you do is go to Scripts, and choose Import Script and that's it basically. You don't need to ad the skybox either (unless you wanna go all the way), but the new angles alone are probably very useful, and you can give us even cooler shots of the progress... I'll send you the Script and a walkthrough on how to ad it =)

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#47 njm1983

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Posted 13 November 2007 - 03:50 AM

I think the RJCam would help you a LOT when playtesting for looks... and it's REALLY easy to implement, since Robnkarla left us finished scripts. Just plug them in, into the map, in WB. All you do is go to Scripts, and choose Import Script and that's it basically. You don't need to ad the skybox either (unless you wanna go all the way), but the new angles alone are probably very useful, and you can give us even cooler shots of the progress... I'll send you the Script and a walkthrough on how to ad it =)



Dude Sweeeet, k heres some screens of the right side lower level with the outposts and a number of other goodies to make the general area feel as though it were a market place.

http://i220.photobuc...983/market1.jpg
http://i220.photobuc...983/market2.jpg
http://i220.photobuc...983/market3.jpg

And now a few shots using rj cam...

http://i220.photobuc...njm1983/rj2.jpg
http://i220.photobuc...njm1983/rj3.jpg
http://i220.photobuc...njm1983/rj4.jpg
http://i220.photobuc...njm1983/rj5.jpg

Edited by njm1983, 13 November 2007 - 04:38 AM.


#48 Nazgûl

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Posted 13 November 2007 - 08:08 PM

Sweeet indeed... I knew it would highten your screens even further :cool2:

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#49 King_of_Blades

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Posted 13 November 2007 - 08:26 PM

Well, we must remember that EA probably scaled Minas Tirith the way they did so that it's easier for the player to observe what's happening around the city... Plus, now that the walls and structures are much bigger, it will undoubtedly take much more time for normal ground units to travel around the city.

Granted, the city is bigger, but that doesn't necessarily mean it won't affect the gameplay... unless of course if Sul modifies the AI waypoints and such... :cool2:
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#50 dojob

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Posted 13 November 2007 - 08:46 PM

That is beautiful :cool2: I can't wait to play on this map :dry:
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#51 Úlairi

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Posted 13 November 2007 - 09:36 PM

Great work, and good idea!

nice to see such good mappers stayed with BfMe2 (and SEE of course)


but to match the real size, you would have to split it into 3 maps:
1. defending walls
2. defending city, after gate broke down
3. fighting on pelennor with rohirrim, aod
(just like in RotK the game^^)

but nevertheless great work your doing
still better than original EA-Minas Tirith, though there wont be much left of the pelennor, for foghting against mumaks^^

#52 Garrison Nomad

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Posted 13 November 2007 - 09:46 PM

...pelennor fields could be an entirely separate map, even in the campaign. might work a lil better, and you could eventually put minas tirith in the skybox.
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#53 mike_

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Posted 13 November 2007 - 10:44 PM

Methinks an uber-tastic Trailer could be made with this :cool2:
As I've said before, beautiful work guys!!
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#54 Nazgûl

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Posted 13 November 2007 - 11:06 PM

still better than original EA-Minas Tirith, though there wont be much left of the pelennor, for foghting against mumaks^^

Well... :blink:
Maybe not?... :dry:

I have rescaled the map to the maximum size possible. :p

:cool2:

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#55 Hobbit Hunter

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Posted 14 November 2007 - 07:52 AM

Methinks an uber-tastic Trailer could be made with this :sad2:
As I've said before, beautiful work guys!!
-mike

Did someone say trailer? :sad2:
Anyhow that is one seriously big city. Given that Mina Tirith was one of my favourite maps
anyway so imagine it atually scaled realisticly ! :)
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#56 King Earnur

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Posted 14 November 2007 - 11:27 PM

:) DUUUUUUUUUUDDDDDDDDDDDDDEEEEEEE! ;) That map is amazing you probably surpass all the mappers on the EA team. :p I mean seriously I have never seen so much attention to detail, and just amazing. Map on! :)

#57 Garrison Nomad

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Posted 15 November 2007 - 12:51 AM

Yeah..this map is splendifferous. Hope you can weed out the bugs. I'd be happy to beta for it, btw.
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#58 Guest_Guest_*

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Posted 15 November 2007 - 01:40 AM

I have an idea, if you do the two maps, (Pelennor Fields and the White City.) You could make the Pelennor Fields day-time and the city night.

#59 Satomi

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Posted 15 November 2007 - 01:52 AM

Btw I am registered, just forgot to sign in.

#60 njm1983

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Posted 17 November 2007 - 04:59 AM

ok all Its been a rough work week for myself and time to work on the map has been scarce, but I have 2 shots for you

the first is of the area behind the gate ramp on the first level:
http://i220.photobuc...3/sshot0003.jpg

and this one is the gate house and ramp leading up to the third level:
http://i220.photobuc...sshot0004-1.jpg




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