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Moria for SEE


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#141 Nazgûl

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Posted 04 July 2014 - 09:50 PM

Ok cool. For all Moria (and similar) maps, we should probably disable the camera options btw.


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#142 MattTheLegoman

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Posted 04 July 2014 - 10:52 PM

It would be tricky but we can make a roof for the underground maps.

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#143 Nazgûl

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Posted 05 July 2014 - 12:45 AM

You mean, a model? Or a texture for the dome?


// 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#144 njm1983

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Posted 05 July 2014 - 06:10 AM

While I think it would be possible to do a roof for the moria maps it might be easier to just leave out the camera options. Ive always envsioned arches connecting to each of the columns, im not sure how to pull that off without a custom roof for each moria map. Seems like a headache. Even if kept simple it might look funny with the columns reaching up into empty stone cavern, but not touching it.

#145 Bofur

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Posted 05 July 2014 - 06:19 AM

You could have a flat "roof" object that sits on top of the columns, and then move the high cameras lower to make them fit :p


left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#146 NewErr

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Posted 05 July 2014 - 07:18 AM

Or make big fucking columns!



#147 Echo

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Posted 05 July 2014 - 07:34 AM

This looks amazing! :good:

 

Hopefully there's a way to port this map over to BFME 1 at some point... ;)


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#148 Nazgûl

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Posted 06 July 2014 - 12:56 AM

I agree on the column problem... If they don't reach the roof, it would look rather silly.


// 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#149 Kwen

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Posted 06 July 2014 - 12:58 PM

Or just ditch the cam system. Leave it "unlockable" for cinematic purposes, but for game play and functionality it is entirely useless.


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#150 njm1983

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Posted 25 July 2014 - 04:49 AM

Been working on the 21st hall lately, went through and made sweeping changes. Taking into account what members have said about the map, and adding in a few minor details to better tie it to the FOTR. I also made some changes with the walls around balins tomb, so that the walls look less cobbled together. Im also going to find a way to have a balrog spawn as a creep in one of several random locations in the columned area. I will have it set that he spawns randomly like gollum and wanders within an area he is confined to. Might need some help with the scripts on this one.

 

21sthallallnew_zps7a91f0a8.jpg



#151 MattTheLegoman

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Posted 25 July 2014 - 07:36 AM

If someone managed to get what you want working for the Watcher in the Water for your other Moria map then I could retro-engineer it to work for the Balrog?


Edited by MattTheLegoman, 25 July 2014 - 07:43 AM.

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


#152 njm1983

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Posted 27 July 2014 - 05:08 PM

HAHA, im still not really satisfied with how the watcher works. For the Balrog I want it to spawn on the map upon loading and to wander around within a restricted zone, I also think Id like it to be invincible and not use a timer.



#153 Nazgûl

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Posted 30 July 2014 - 12:09 PM

Sounds good... I have no idea when I will reach the point of working on coding for individual maps though =/


// 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#154 njm1983

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Posted 26 March 2015 - 01:42 AM

Let me risk a little more light....

 

moriariskmorelight_zps2xguqmkj.jpg

 

Some texture work, it gets kind of repetitive lol

21sthalltextures_zpsp9e4akly.jpg



#155 Ridder Geel

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Posted 26 March 2015 - 08:38 AM

Cool, looks good so far :D

Making the Balrog invincible and all should be relatively easy :p

Although keeping him in a certain area might be a bit more challenging...


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