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Bree-land


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#41 _Haldir_

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Posted 15 December 2010 - 02:52 AM

If placing civilians is that simple and won't consume too much (computer) resources the I may just add them in then, on all relevant maps. :sleep:


You'll just have to put them on the civilian team and make them indestructible (or perhaps not if you'd like to be able to kill them..?).

You also might want to script a few of them to walk around, so the units aren't so static. If you script them to follow a waypoint path loop, then they'll just keep walking around for the entire match. And if you make the paths fairly long and complicated in WB, then it will be less noticeable that they're looped in-game :D

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#42 njm1983

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Posted 15 December 2010 - 04:45 AM

Well thats a bummer..... I was kinda hoping that the civies would wander by themselves. Like the animals do.

#43 Ridder Blauw

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Posted 15 December 2010 - 07:08 AM

:sleep: I could maybe do that with coding :D

#44 njm1983

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Posted 18 December 2010 - 09:08 PM

:p I could maybe do that with coding ;)


Yeah so long as its not too much work. I just think simplifying the civilian mechanics should have been something EA did in the first place.


Heres the latest, Ive pretty much finished the town, I may squeeze in 1 or 2 more hobbit homes. The final touches need to be added in to give the city some life. Overall Im very happy with how this turned out and really feel that losing the first map was a blessing.

Time for pics:

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#45 Arthadan

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Posted 19 December 2010 - 06:13 PM

Impressive! now we do need so much a SEE evil campaing to ravage Bree.

:p
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#46 KingElessar2384

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Posted 19 December 2010 - 09:37 PM

Should Bree have walls around the village and a operating gate? Since in the movies and lore, Bree had walls and a gate. Also, a modeler should come in and add PJ's cameo role as one of the civilians; just for a comic element and for being true to the movies :p
Thx

Edited by KingElessar2384, 19 December 2010 - 09:38 PM.

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#47 njm1983

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Posted 19 December 2010 - 10:43 PM

Impressive! now we do need so much a SEE evil campaing to ravage Bree.

:p


Thanks.... Ive got no ability when it comes to scripting. The only likely thing to happen would be to get the BFME II campaign to be compatable but thats about it. Actually building a custom campaign is a huge workload requiring many mappers which we dont have.

Should Bree have walls around the village and a operating gate? Since in the movies and lore, Bree had walls and a gate. Also, a modeler should come in and add PJ's cameo role as one of the civilians; just for a comic element and for being true to the movies ;)
Thx


The town currently has walls, Ive placed them near the entrances. At the end of the wall the large hedge begins and surrounds the town. In the description of the town its not clear how much is walled or hedged. It just seems more likely that the hedge would be used more. The gate is something Ive debated over quite a bit.... The town itself is meant to be a focal point for conflict with "tech" buildings that are capturable. The only gates that seem to fit would be the Edoras gates I dont really like them that much, and they would only be scenery since no one could capture them to use them to keep enemies out.... theres an interesting thought though.

#48 _Haldir_

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Posted 20 December 2010 - 02:13 AM

The only gates that seem to fit would be the Edoras gates I dont really like them that much, and they would only be scenery since no one could capture them to use them to keep enemies out.... theres an interesting thought though.

I think the screenshot on the first page with the Edoras gates looks quite nice, it definitely gives Bree a more fortified look - closer to the films.

You could make the gates capturable with a quick map.ini and a capture flag. Or alternatively, you could easily script the gates to assign to the player that owns one/all of the tech buildings in Bree. It might make gameplay quite interesting, especially if players needed to control say, the outpost at the top-right of the town..? But either way, you'd have to balance it quite well - if each player started close to one gate, then it would work okay. Otherwise you might find a player rushes inside Bree, and just locks themselves inside with all the tech buildings ;)

Anyway just some thoughts, the maps looking nice :p

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#49 njm1983

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Posted 20 December 2010 - 05:01 AM

I've decided to ad the gates in, and I'd like to make them capturable using map.ini and capture flags. Could someone put the code work together for me? Thanks for all the comments and help.

#50 KingElessar2384

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Posted 22 December 2010 - 12:06 AM

So Bree will have capturable gates. :p Nice. So Bree will be like a fortress map (like Helm's Deep and Minas Tirith) in somewhat way?
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#51 njm1983

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Posted 22 December 2010 - 12:25 AM

Yup, a semi fortress 4 player map. All the players start outside the town, inside the town is several outposts to capture for extra resources, and to protect the town the gates are capturable as well. You wont be able to defend from the walls but the gates will work well to prevent enemies from stealing the resource buildings from you - that is unless you ignore the town and let them break down the gates without counter attacking.

#52 njm1983

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Posted 10 September 2011 - 08:00 PM

A little update: I've resumed work on this map, texturing and tweaking. It's coming along. I'm also happy to say that I've got civilians in the town that wander around as well as flee from approaching troops. I'll need to test it though to make sure the "fleeing" isn't over kill. The gates are also set up as capturable, it's quite fun to send in troops and grab the gates to secure the resource outposts.

#53 Nazgûl

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Posted 11 September 2011 - 09:53 PM

Wonderful to have you around after all these years... like me you haven't given up. That's encouraging :xcahik_: Now, you really should get a hold of the new WiP. The full blown (100%) compatibility with WB (all retail + all SEE assets) at the push of a button is unbeleiveable! Anything added into the mod automatically shows up in WB too :thumbsupsmiley:

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#54 njm1983

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Posted 12 September 2011 - 12:41 AM

Tis a fine compliment. I don't know what keeps me coming back. It's a great mod and for some reason it's development keeps me interested in making maps. Besides that I just can't leave ya hanging, not while there's still hope.... Now I gotta grab the latest wip...

#55 njm1983

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Posted 21 September 2011 - 11:50 PM

And just so you all know Iam working on my original projects too :D

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#56 MattTheLegoman

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Posted 03 October 2011 - 04:40 AM

Can't wait till we can play all these maps on SEE!

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#57 njm1983

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Posted 05 December 2012 - 10:25 PM

Hope you havent forgotten about Bree, Im still working on it.

Some changes to the road. Didnt like using the ruined roadway. Going for the dirt look of the film, I doubt that the road was actually paved like that anyway

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#58 Rider of Rohan

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Posted 05 December 2012 - 10:35 PM

It looks good so far i like that the roads are better i definetly like the idea for the town of Bree it'll be like a mini-game and the i could try and get the civies to wander around if needed through map.ini unless you've got it :D

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#59 njm1983

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Posted 05 December 2012 - 10:50 PM

I think Ive got the civies the way I like. Im using the animal codes in map ini. Right now the civilians do wander, but they also flee from your units when they get too close. I think this works a little better for Bree since I see it as a neutral township and the populace would be uneasy with troops invading, from any side good or evil.

#60 njm1983

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Posted 12 January 2013 - 01:44 AM

Changing the color pallette on this map. Some of the textures just dont reflect the rainy weather this map has. Pics coming when complete.




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