Elves
#561
Posted 24 May 2008 - 05:32 PM
#562
Posted 24 May 2008 - 06:09 PM
1500? Where did you pull that number from? They are meant to be more on par with elite archers - (mirkwood and galadrim) and not the mhh (noldor, galadhrim, & sindar). So at the very most they will be 800-900.
Robert J.
Oh, I assumed they would be mhh My bad.
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#563
Posted 25 May 2008 - 12:10 AM
Game Replays Forums; I am Panda Bear™
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And please add Bear-mans
#564
Posted 25 May 2008 - 02:29 AM
EDIT: Noyances??? Wth does that mean?
Edited by Fyro11, 25 May 2008 - 11:38 PM.
#565
Posted 26 May 2008 - 10:27 PM
Anyhooo, I was looking at some screens of the Lothlórien fortress, and yes it is truly amazing, so thanks again, Rob and the team for that.
Check this piccy:
Anyhow the Mirkwood fortress isn't coming out in the upcoming beta, but it'll be worked on after, according to what Rob said. But I thought us lot should get brainstorming. I'll start off from where we left off. My last post on the Mirkwood fort:
With regards to the Mirkwood Fortress, tbh I really can't recall anywhere being mentioned that Thranduil's base/castle/fortress is like halls (like Théoden's??) but cabin-like. Or if by halls, you mean, the way it is described in The Hobbit, as in the halls being underground and not evident from the outside, I can understand. Maybe I'm just not getting it, because I personally can't remember where in the book it is described in that manner unsure.gif . I know Beorn's residence, could be described as 'a hall', but I can't see that with the Mirkwood Fortress.
So if anyone has any quote from The Hobbit (or even The Silmarillion when it speaks of the Third Age), then that'd be much appreciated! Thanks again.
Edited by Fyro11, 26 May 2008 - 10:27 PM.
#566
Posted 27 May 2008 - 12:23 AM
I think that the structures for Mirkwood should reflect the beauty that Mirkwood once had before Sauron infested it. And by this I mean beautiful darker, tall trees with buildings built in them/around them. I think that it would make sense if Mirkwood also had buildings that suspended them from the ground because it could protect them (by hiding them) from enemies. Now, I know that that wasn't in the books. But I think that with Mirkwood's design, we could think 'outside the book' a little bit.
Edited by Scryer, 27 May 2008 - 12:27 AM.
#567
Posted 27 May 2008 - 12:30 AM
For Rohan!!!
My elvish name is Mahtan Narmolanya what is yours?
My hobbit name is Falco Deepdelver of Brockenborings What is yours?
#568
Posted 27 May 2008 - 12:56 AM
http://s276.photobuc...nt=Nektulos.jpg
http://s276.photobuc...t=Nektulos2.jpg
is kind of the feel that I think that Mirkwood has for me.
Tyler, I do think that your picture could represent the woods that are closer to the Elves. Here's some random Elven picture that I came by:
http://s276.photobuc...t=WoodElves.jpg
I think that this could be used as something to influence Mirkwood's appearance.
#569
Posted 27 May 2008 - 01:03 AM
The third picture is simply magnificent! I'm not sure if we could have trees the height of the Californian Redwood, but I'm sure a lot of inspiration could be drawn from the picture.
Hmm, what would be your thoughts on the Fortress, btw?
#570
Posted 27 May 2008 - 01:36 AM
Scryer, thanks for your contributions. Hmm, I thought the second picture (I think you posted it to describe the sort of 'theme' so-to speak but I thought) was lacking the vast amount of trees as described in the book.
The third picture is simply magnificent! I'm not sure if we could have trees the height of the Californian Redwood, but I'm sure a lot of inspiration could be drawn from the picture.
Hmm, what would be your thoughts on the Fortress, btw?
I think that it should be a huge tree. As retarded as that sounds, I think that it could somehow be implicated.... A bad idea would be building all of Mirkwood's structures on the fortress (like barracks and stuff) and having the Mirkwood subfaction's structures be completely dependant on the fortress for everything except resources. <That's just some bad brainstorming.
I'm thinking that if a giant tree was the fortress, that it could be a re-designed Orthanc from Isengard. Orthanc (in the game) appears to have the right height and thickness to get away with being a gigantic tree if the team had a really wickedly talented designer (which I'm pretty sure that they do?). No pressure, guys, I think that you all have done things to this mod that has reached beyond our expectations . Anyways, I'm really fixed on the idea of having the Mirkwood fortress being a gigantic tree. What do you think?
If Rob is making Mirkwood a faction that really uses "Stealth" to its advantage, then I think that the Mirkwood fortress should definitely be something that can either be naturally stealthed or it gets an upgrade that gives it an amazing "Stealth" ability. But I think that if the fortress gets this amazing stealth ability, then the fortress should also get a weakness. Here's some more bad brainstorming: Having the fortress the ability to move around slowly.
I think that the resource buildings (if they're being redesigned for each sub-faction) should just be a taller darker mallorn tree for Mirkwood. If the Elves are just sharing Mallorn trees, then whatever. I honestly don't think that the resource buildings should be concerned with right now.
Um the first 2 pictures were taken from Everquest 2's Nektulos Forest; I've played it in the past and I was greatly impressed with the environments that they created. The environments had lots of variety and were nothing short of amazing. I had fun, but got bored easily, from just travelling through the world that they created. The third picture, I just came by when I searched up "Wood Elves" on google, haha.
Edited by Scryer, 27 May 2008 - 01:40 AM.
#571
Posted 27 May 2008 - 12:34 PM
A totally agree with your point of view, Scryer
O slender as a willow-wand! O clearer than clear water!
O reed by the living pool! Fair river-daughter!
O spring-time and summer-time, and spring again after!
O wind on the waterfall, and the leaves' laughter!
Old Tom Bombadil is a merry fellow;
Bright blue his jacket is, and his boots are yellow.
#572
Posted 27 May 2008 - 01:19 PM
This image is from Dawn of Fantasy:
http://www.dawnoffan...media/cons7.jpg
Edited by Puppeteer, 27 May 2008 - 01:21 PM.
#573
Posted 27 May 2008 - 01:47 PM
I for some strange but no apparent reason imagine it to not be a large tree, but rather a bit sprawling with treehouses and platforms built on short but sturdy dark trees. Think the taller tree sounds better though.
This image is from Dawn of Fantasy:
http://www.dawnoffan...media/cons7.jpg
Hmm, when does that game come out?
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech PANDA POWER!!!
And please add Bear-mans
#575
Posted 27 May 2008 - 02:10 PM
And wow! That game seems amazing!
Edited by Fyro11, 27 May 2008 - 02:10 PM.
#576
Posted 27 May 2008 - 02:29 PM
IMO we should go with cave type buildings, but with an elven touch.. that would be in accordance with lore because most of the mirkwood elves DID live in the halls of thranduil.
#577
Posted 27 May 2008 - 02:43 PM
I, personally, view the Mirkwood Fortress as a great hill. This would have three tunnels coming out of it - one in the front, and two alligned on the back to make a triangle, like so. Of course, the hill itself wouldn't be a bare mound of earth - when first built, it would have a few knarled, dark pine trees adorning it. A nice touch would be to have a few Elven lanterns hanging from them. Anyway, some pieces of broken slag and carven boulders here and there would look good as well. As for Fortress Upgrades:
-Tree Huggers. When purchased, adds quite a few more trees and bushes to the fortress, both on top of it and encircling it in random spots. Similar to the 'inner circle' of Cel's TEA Elven Castle. Also, after purchasing, all buildings built from afterwords spawn a few trees around them for units to stealth in. New name needed.
-Statues of Oropher. When purchased, adds a few Statues to the Fortress. These cause terror and an armour-debuff in enemy units while giving a resist-fear and increase in damage output to nearby player-controlled units.
-Moat. You guessed it, adds a moat to the Fortress to keep away melee enemies. Also restores health to nearby units. The three gates extend over it.
-Hidden Sentries. Stealthed archers appear atop the Fortress, hiding amongst the trees. Open fire at any nearby enemy units. Fully-upgraded, by the way. Fire as individual units. Uncontrollable.
-Guardians. When enemies approach, fully-upgraded, individual Spearmen are spawned from the three gates to ward off enemy units. Fall back to the Fortress when all enemy units are slain or retreat. Uncontrollable.
Oh, check out this link for some great ideas on resource buildings, unit recuiting buildings, etcetera. Except for the Ice Tower Dunno what game it's for, will explore the site later.
That's all I've got for the time being, heh.
Cheers,
-mike
#578
Posted 27 May 2008 - 08:23 PM
And I'm against a big tree...cause that's what lorien already is. Out of all the above suggestions so far, I'd prefer elfhelm's.
Rob has some ideas though, so just be patient
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#580
Posted 27 May 2008 - 08:50 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
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