Isengard - rescaled for S.E.E.
#61
Posted 11 January 2009 - 07:32 PM
Just a suggestion
#62
Posted 11 January 2009 - 08:51 PM
Edited by Nazgûl, 11 January 2009 - 08:52 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#63
Posted 11 January 2009 - 08:57 PM
...this would be more suited to PM, wouldn't it?
#64
Posted 11 January 2009 - 09:49 PM
Anyways, I'm off for bed. Work day tomorrow *sighs*, but I'll drop you a PM from work =)
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#65
Posted 12 January 2009 - 06:08 PM
Well not all of his servants were Dunlendish. Quite a few were rogues, bandits, defectors from Rohan, etc. They were his 'greatest' servants - closest thing to Saruman's own Nazgul, if you will so it makes sense (to me) if they had more... stable buildings.
True, true. But I doubted Saruman would go through all the bother to build Bree-like buildings for them, just shoddy shacks, sheds and tents, like the ones his ruffians built in "Scouring of the Shire". I chose the Dunland tents to represent the servant's quarters, because they had that shabby, cramped look about them. Still running through your previous suggestion of 'stable' buildings, check out the Umbar map, I think the structures there fit your descriptions.
And Mike, it's good to know you're a modest person.
#66
Posted 12 January 2009 - 10:58 PM
#68
Posted 03 February 2009 - 08:14 PM
I can't wait to see how the map will turn out.
#69
Posted 07 February 2009 - 05:03 PM
#70
Posted 01 July 2009 - 01:29 PM
#71
Posted 05 July 2009 - 01:20 PM
But i think it's finished and will be released in the next public beta
We must rule the world
#72
Posted 03 April 2014 - 03:10 AM
Ive finally restarted this project
#73
Posted 03 April 2014 - 03:55 AM
Oh wow! Yes! =D
Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis
There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour
What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado
#74
Posted 06 April 2014 - 03:28 AM
Some more updates and looks at the caverns
BTW does anyone know where or what the smoke emitter objects are called or where they are located in WB? I know they exist I just cant seem to find them.
#76
Posted 11 April 2014 - 12:51 AM
I like how you've managed to capture the illusion (?) of depth in the cravasses with the scaffoldings =)
I'ts been a while since I coded, but as soon as I'm done with the modeling I'll get back into it, and when I do I will look for the emitter objects. I know I used a lot of those for the new SEE structure fire FX,
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#78
Posted 14 April 2014 - 04:23 PM
NJM, Glad to see you starting this map again! I just love the scaffolding work.
Out of curiosity, in the second picture of your 05 April post, how did you get the texture of the cavern walls to show the 'sediment layers' so well without them being distorted by the sheer unfeathered height difference?
#79
Posted 14 April 2014 - 10:35 PM
If I'm not mistaken he used cliff tex mapping, one of my favourite features when used correctly.
#80
Posted 15 April 2014 - 12:12 AM
Awesome, learn something new every day! Thanks, Fudge.
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