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Maps for SEE


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#41 njm1983

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Posted 25 January 2008 - 04:42 AM

Thanks Im glad you like. heres a little update:

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#42 hrrypttrbst

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Posted 25 January 2008 - 07:26 PM

Ohhh amazing!!!And i like the bay.
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#43 mike_

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Posted 25 January 2008 - 10:04 PM

lol, didn't want to guess that as it was the most obvious :p

#44 njm1983

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Posted 26 January 2008 - 06:36 PM

Polished out the harbour a little bit added docks and such
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Heres the three harbours all complete with capturable docks for ships.
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Check the first page, added a new map Deadmans dike or fornost, converted from the campaign.

Edited by njm1983, 27 January 2008 - 07:45 PM.


#45 Thorongil45

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Posted 27 January 2008 - 10:08 PM

...Im waiting for the time when Sul puts together transport AI....


will this transport AI be per map or for the game as a whole? just asking so if it's for the whole game i can find several water maps that i deleted. by the way, loving dol amroth :sad: deadman's dike looks good ;)

Edited by Thorongil45, 27 January 2008 - 10:11 PM.

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#46 Sûlherokhh

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Posted 28 January 2008 - 01:25 AM

Well, if i get it to run, it will of course be not just for a single map. I was thinking more in the line of making units go directly to the vicinity of ports instead of enemy buildings, if there is no way they can attack an enemy. Also the building of transport ships (or 'transfer'-teams, variable unit combinations that always include a transport ship) could be triggered under these circumstances, which will incorporate a loading and unloading script of course. But first i have to tackle the teambuilding and target acquisition.

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#47 njm1983

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Posted 28 January 2008 - 01:30 AM

I believe that this new transport AI will be for the whole game, this is based on what Ive been reading. From what I understand Sul is using AI from BFME1 that allows for siege towers, team building and other goodies, such as transports.

and sul beat me to it... :)

Heres the main gate to dol amroth.

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Edited by njm1983, 28 January 2008 - 05:29 AM.


#48 Lauri

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Posted 28 January 2008 - 06:17 PM

ugh, that's a gate soo not fit for a huge fortress...
should use MT's IMO :)

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#49 DragonLord

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Posted 28 January 2008 - 10:33 PM

I'm looking forward to the Dol Amroth map. :)

I can't wait for beta 4.6 for all these maps. :)

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#50 seemann

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Posted 28 January 2008 - 10:54 PM

hy.i've just seen the pictures from maps and they look awsome! Man the things u do are great but i hate the fact that there are so many good mods outhere and most of them aren't finished so u can't keep track of all of them. I am a fan of see mod for almost a year now and i will really like to play it when is finished!(btw i asume noone knows when that will be).When i discovered bfme mods i started gathering them and i got over 50 for all 3 bfme versions.Like a sad most of them were not finished , were still verry good, and aren't finished even now:( .So..what i'm saying is that we can't keep track of all the updates u guys do so...maybe you could make a opic where we can leave our emails , and when u'll be finished u can anounce us?:)
OK....anyway...good job!
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#51 m@tt

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Posted 29 January 2008 - 12:02 AM

Err... SEE is available for download you know, it's currently version 4.5 (technically a beta but that doesn't matter).
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#52 mike_

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Posted 29 January 2008 - 12:12 AM

I agree with Lauri :)
Looks like it's going to a very good map. Is it for Skirmish, Campaign, or both?
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#53 njm1983

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Posted 29 January 2008 - 12:25 AM

Currently I only plan on skirmish, for dol amroth, The reasons I chose to make the gate the small one are these:

1.Dol amroth while being a fortress of sorts is still a city, while being glamerous and beautiful I felt a gate rivaling that of Minas Tirith was inappropriate.

2.For the Minas Tirith map all the objects are scaled to 2.0. When the geometry issues are resolved, those objects might have issues when used as their original size.

3.My options were kind of limited, as to what was available for the gate. currently Im using pieces from the bfme 1 gondor fortress. I would use the gate and gate house as well but I cant seem to find all of it.

#54 seemann

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Posted 29 January 2008 - 12:57 AM

for gollum:
so u mean that the final version will not be verry diferent from this one? If u just have to add maps and camings stuff it's ok but did u finished the factions.......hero/units/structures? Willl they be modified some more?
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#55 njm1983

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Posted 29 January 2008 - 01:34 AM

Could you please stay on topic, thanks. anyways I looked online at some photos of the bfme1 fortress gate for gondor and I have all the pieces Its just wierd how it all goes together. So is this more better? :)

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#56 mike_

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Posted 29 January 2008 - 02:07 AM

Much. Looks very grand.

#57 Thorongil45

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Posted 29 January 2008 - 03:19 AM

it looks great! :thumbsupsmiley: *drools over really nice maps* waiting for these cool maps is really, really hard! :sad2:

Edited by Thorongil45, 29 January 2008 - 03:20 AM.

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#58 njm1983

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Posted 29 January 2008 - 06:14 AM

So heres the layout of the citadel portion of the city, It may not be the final version, Im not sure I like using the walls that are for MOTW. but my options are limited.

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#59 zachdaddy_3000

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Posted 29 January 2008 - 11:25 AM

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:
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#60 Guess Who

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Posted 29 January 2008 - 01:40 PM

Nice.

Edited by Guess Who, 29 January 2008 - 01:44 PM.

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