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Maps for SEE


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#61 njm1983

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Posted 29 January 2008 - 03:33 PM

Wait, since you are using bfme 1 fortress walls for the gate, does that mean you will be able to walk on them, just as in bfme 1? :thumbsupsmiley:


that was the plan, you will also note that im using the elevator wall portions aswell. I havent tested them yet but im assuming they still work like they are supposed to.

#62 Mercyy

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Posted 29 January 2008 - 04:16 PM

One thing about the gatehouse of the Gondor fortress in BfmE I:

You set the height higher, right?
Ingame it will fly above everything.
I had to leave it at high 1, although it was in the worldbuilder under the ground.
Ingame it was normal height then.^^


But it looks great :thumbsupsmiley:
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#63 pf7612

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Posted 30 January 2008 - 12:26 AM

I have a question to ask you-will you fix Erebor? I mean it shouldn't be a priority since its not that bad (for ea anyway) but its two openings in the sides of the mountain really need to be closed off. Its got a relly big and strong main gate all for nothing because of the openings. Other than that it could use some touching up. Just wondering.....
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#64 njm1983

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Posted 30 January 2008 - 02:02 AM

One thing about the gatehouse of the Gondor fortress in BfmE I:

You set the height higher, right?
Ingame it will fly above everything.
I had to leave it at high 1, although it was in the worldbuilder under the ground.
Ingame it was normal height then.^^


But it looks great ;)


Ill be sure to adjust that, thanks for the tip.

I have a question to ask you-will you fix Erebor? I mean it shouldn't be a priority since its not that bad (for ea anyway) but its two openings in the sides of the mountain really need to be closed off. Its got a relly big and strong main gate all for nothing because of the openings. Other than that it could use some touching up. Just wondering.....


Well its possible that I could take a look at it, im not sure what could be used to plug up the holes Id prefer to still have gates atleast, or possibly postern gates. If I get around to it Ill try a couple things out.

#65 Downfall

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Posted 30 January 2008 - 03:38 AM

I mean it shouldn't be a priority since its not that bad (for ea anyway) but its two openings in the sides of the mountain really need to be closed off. Its got a relly big and strong main gate all for nothing because of the openings. Other than that it could use some touching up. Just wondering.....


Those I believe were used for the purpose of the campaign.

I guess that their purpose was to make it easier to move units in and out of the mountain. I personally think if that was the case, that's is some bizarre logic on their part. I mean, you already had 2 options without them. You have the Giant Gate to the enterance to the throne room. And you had mines all over the place. All you need to do was build a mine outside of the mountains and you could easily gain access. ;)


you will also note that im using the elevator wall portions aswell


That's a nice defensive touch to the docks. Not quite fair to the invading team though. But, that's what they get for trying to invade a city by the sea :p
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#66 njm1983

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Posted 30 January 2008 - 04:08 AM

Well the goal with the walls around the docks was in reference to the "sea wall" that protected the harbours, but yeah it is a nice defensive advantage, although the ships in SEE are much tougher to bring down with archers, you'd need a few catapults on stand by to take out transports and attacking vessels.

I finally tested the map to some extent, Ive finished the basic layout of the city and texturing. I changed the citadel walls to the camp walls from bfme 1 and used the sentry towers as hubs. It seems like it might be unbalanced but Mordor on brutal had little problems smashing the main gate breaching the citadel and eventually crushing my paltry defenses. there isnt room to build farms so money and cp were part of the problems Im looking into scripting to get cp and outposts as already, like minas tirith.

Edited by njm1983, 30 January 2008 - 06:14 AM.


#67 DragonLord

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Posted 30 January 2008 - 09:37 PM

One thing about the gatehouse of the Gondor fortress in BfmE I:

You set the height higher, right?
Ingame it will fly above everything.
I had to leave it at high 1, although it was in the worldbuilder under the ground.
Ingame it was normal height then.^^


But it looks great :p


Ill be sure to adjust that, thanks for the tip.

I have a question to ask you-will you fix Erebor? I mean it shouldn't be a priority since its not that bad (for ea anyway) but its two openings in the sides of the mountain really need to be closed off. Its got a relly big and strong main gate all for nothing because of the openings. Other than that it could use some touching up. Just wondering.....


Well its possible that I could take a look at it, im not sure what could be used to plug up the holes Id prefer to still have gates atleast, or possibly postern gates. If I get around to it Ill try a couple things out.


Actually, there's an Erebor map on ME vault that has the two openings plugged up and nicely made to look like they fit in well. Still, I wish someone would fix those two battle towers at the main gate you can't use... :p
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#68 pf7612

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Posted 31 January 2008 - 01:41 AM

there isnt room to build farms so money and cp were part of the problems Im looking into scripting to get cp and outposts as already, like minas tirith.


Mabye since Dol Amroth was famous for its ships and such, you could script the shipwrights to make money? I don't know if that's possible, but imo, it would make more sense than an outpost.
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#69 njm1983

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Posted 31 January 2008 - 06:18 AM

Ive placed the outosts within the city, so they kinda act like markets, anyways heres some screens ingame from testing that ive been doing.

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#70 hrrypttrbst

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Posted 31 January 2008 - 04:12 PM

i can only say this :p :thumbsupsmiley:
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#71 Shikari

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Posted 31 January 2008 - 04:29 PM

Looks very good indeed.

Mabye since Dol Amroth was famous for its ships and such, you could script the shipwrights to make money? I don't know if that's possible, but imo, it would make more sense than an outpost.


In the past, when I've wanted to do this, I've just placed a heavily scaled down outpost under the building. This works very well, as long as the building is indestructible. This probably isn't even relevant if you've already sorted that, but I thought I'd add it anyway. Continue the good work :thumbsupsmiley:

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#72 Downfall

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Posted 31 January 2008 - 04:40 PM

It seems that the ports are a bit over crowded with buildings.
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#73 Grubbo

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Posted 31 January 2008 - 10:32 PM

It seems that the ports are a bit over crowded with buildings.


Yeah, its all the hotels and duty free stores

#74 DragonLord

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Posted 01 February 2008 - 01:38 AM

It seems that the ports are a bit over crowded with buildings.


Yeah, its all the hotels and duty free stores


For all the dwarves when they go on vacation. You really think they enjoy looking at mountains ALL their life? :p

Edited by DragonLord, 01 February 2008 - 01:38 AM.

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#75 njm1983

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Posted 02 February 2008 - 03:55 AM

funny :wink_new: Heres what I did with erebor, similar to the other map I just chose not to scale the gates so large.
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#76 Lallalaa

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Posted 02 February 2008 - 09:20 AM

Wow, fantastic work on Dol Amroth...Just brilliant...

#77 Grubbo

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Posted 02 February 2008 - 08:11 PM

I would love for you to continue working on Erebor, njm! The fortress itself NEVER felt as majestic or as awe-inspiring as it should have been. It's the Dwarves only stronghold and it just feels plain.

#78 njm1983

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Posted 02 February 2008 - 10:33 PM

I wont be doing anything more to the map, sorry to dissapoint. The nice thing about those gates is thanks to Sul-the AI open and close them. When he gets around to it the main gate will do the same. ^_^

The blue mountains map is the second Dwarven fortress and Im still fine tuning it, but needless to say it is turning out quite nice.

#79 pf7612

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Posted 03 February 2008 - 02:44 PM

I wont be doing anything more to the map, sorry to dissapoint. The nice thing about those gates is thanks to Sul-the AI open and close them. When he gets around to it the main gate will do the same. :p

The blue mountains map is the second Dwarven fortress and Im still fine tuning it, but needless to say it is turning out quite nice.


That Erebor is much much better, the gates make it much more realistic.
The Blue mountains sound like they'll be great too. Keep up the good work ^_^ .
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#80 The Best Guest

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Posted 03 February 2008 - 06:14 PM

The blue mountains map is the second Dwarven fortress and Im still fine tuning it, but needless to say it is turning out quite nice.

what are you doing to it exactly? :rolleyes: :)
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