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Isengard - rescaled for S.E.E.


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#61 mike_

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Posted 11 January 2009 - 07:32 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 :wink_new: so it makes sense (to me) if they had more... stable buildings.

Just a suggestion :thumbsupsmiley:

#62 Nazgûl

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Posted 11 January 2009 - 08:51 PM

Actually... I greatly appreciate your suggestions. You would be a great Lore Master for SEE :wink_new:

Edited by Nazgûl, 11 January 2009 - 08:52 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#63 mike_

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Posted 11 January 2009 - 08:57 PM

Hehe.. I'll be happy to help you guys out (acknowledging the movie-basis), on one condition; don't call me a 'Lore-Master', lol. Please :wink_new: it makes me feel conceited (which I try not to be).



...this would be more suited to PM, wouldn't it? :thumbsupsmiley:

#64 Nazgûl

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Posted 11 January 2009 - 09:49 PM

Ah yes :thumbsupsmiley: Sorry :wink_new:... Lore Guy perhaps? hehe
Anyways, I'm off for bed. Work day tomorrow *sighs*, but I'll drop you a PM from work =)

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#65 Uruk King

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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. :p :blink:
I will remember Rhovanion Alliance, RIP .

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#66 mike_

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Posted 12 January 2009 - 10:58 PM

Well, I think he would just give them better materials and the like rather than what's distributed to the Orc-kind, et al.

#67 witchkingshour

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Posted 01 February 2009 - 05:47 PM

Wow NJ you should remake all the major battles lol. Do AMon Hen, Helm's deep, Ogiliath, Black gate! Everything! Totally amazing!
"The world of Men will fall"



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#68 Dre@mer

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Posted 03 February 2009 - 08:14 PM

Fantastic work on the caverns, njm.

I can't wait to see how the map will turn out.

#69 Florisz

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Posted 07 February 2009 - 05:03 PM

It would be cool if you can really do something whit those caverns. Like making it an Uruk pit whit a different skin, or a resource thing, or make it a lot bigger so you units can get in... "The Fire Machine, there, in the heart of the pits!"
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#70 karlo.st.1234567890

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Posted 01 July 2009 - 01:29 PM

What is the status of this map /my favourite/

#71 Elessar Ancalímon

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Posted 05 July 2009 - 01:20 PM

Don't know it sure :D
But i think it's finished and will be released in the next public beta :D
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#72 njm1983

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Posted 03 April 2014 - 03:10 AM

Ive finally restarted this project

 

isengard_zpse3c3d45e.jpg



#73 MattTheLegoman

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Posted 03 April 2014 - 03:55 AM

Oh wow! Yes! =D


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#74 njm1983

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Posted 06 April 2014 - 03:28 AM

Some more updates and looks at the caverns

 

isengard2_zps53c419e3.jpg

isengard3_zpsf0a7fe45.jpg

isengard4_zps842c4cda.jpg

isengard5_zpsa41a6c3c.jpg

 

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.



#75 Bofur

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Posted 06 April 2014 - 10:09 AM

Sorry, can't help with the smoke-emitter thing now...

 

But that is awesome. Go NjM!


left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#76 Nazgûl

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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}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#77 njm1983

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Posted 13 April 2014 - 03:36 AM

Thanks Naz, I can't take full credit for the depth to the caverns. I just copied what EA did.

I did find the emitter objects - they are under: mordor--> emitters--> fire smoke and volcano smoke

#78 Glaeken

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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 Fudge

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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 Glaeken

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Posted 15 April 2014 - 12:12 AM

Awesome, learn something new every day!  Thanks, Fudge.






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