Jump to content


Photo

Moria for SEE


  • Please log in to reply
154 replies to this topic

#21 Sûlherokhh

Sûlherokhh

    Sagacious Engineer

  • Project Team
  • 3,754 posts
  • Location:Central Germany
  • Projects:S.E.E., Sage A.I., Code Advisor
  •  'Axe'er of the Gordic Knot

Posted 04 November 2009 - 10:25 PM

Sweet. Remember you can add impassible terrain now. We can adjust all super locomotors by map.ini, and possibly add some compensating features to factions with flying units, which i recommend we remove by map.ini as well. :party:

bannerreal01mittelit3.jpg
Axed Head and A.I. Coder for S.E.E. and ... stuff

".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."


#22 Jonasking

Jonasking

    title available

  • Project Team
  • 451 posts
  • Location:Sweden
  • Projects:Finished Projects

Posted 04 November 2009 - 10:26 PM

Oh no, was it to soon?

Lovely map!

#23 ttandchotmail

ttandchotmail

    title available

  • Project Team
  • 849 posts
  • Location:Oz

Posted 05 November 2009 - 05:28 AM

Awesomeness :) The dwarves have always been my favourite faction by far and I always thought bfme1 and 2 needed more dwarven realms to battle on :p Great work mate :grin:
No chance of returning....Zero chance of surviving....Well!? When do we get started?
Posted Image
Posted Image
Posted Image

#24 Masterbadeend

Masterbadeend

    Yellow_Pete

  • Project Team
  • 797 posts
  • Location:The Netherlands
  • Projects:RCMOD
  •  Mapper @ the RCMOD

Posted 05 November 2009 - 03:41 PM

Very nice, especially the caves :) . But one little thing: in the movies the halls were in a squarform (I hope you understand this :p ) and here it is one big hall. But that's just a little reminder, it is your map so you decide it :grin: .

Posted Image
Posted Image
Thanks to MirkwoordArcher for this great signature and the lovely duck.
Posted Image


#25 njm1983

njm1983

    title available

  • Project Team
  • 2,867 posts
  • Location:Orangevale, California USA

Posted 05 November 2009 - 04:07 PM

Ack! :) Youre right. I was having a really hard time finiding good reference pics, and I ended up using some renders some artists had made. i finally found a good pic that shows alot of columns from looking downward position and yeah the columns are set in squares. doh... Ill be fixing that today then.


EDIT: Ive fixed the columns, and theres a botomless crevice thats been added to the map as well.

Posted Image

Edited by njm1983, 05 November 2009 - 05:19 PM.


#26 Archon

Archon

    Ethereal Chaos

  • Members
  • 555 posts
  • Location:United States
  • Projects:Wars of Arda mod
  •  Expert Marksman

Posted 05 November 2009 - 05:40 PM

Lookin' good :)
_______Posted Image_______Posted Image

#27 njm1983

njm1983

    title available

  • Project Team
  • 2,867 posts
  • Location:Orangevale, California USA

Posted 05 November 2009 - 08:38 PM

Thanks all, Ive got some ingame pics to show you all, Goblins vs Dwarves.

Posted Image
Posted Image
Posted Image

#28 Archon

Archon

    Ethereal Chaos

  • Members
  • 555 posts
  • Location:United States
  • Projects:Wars of Arda mod
  •  Expert Marksman

Posted 05 November 2009 - 08:39 PM

Holy mother of CRUD njm, that is FRICKIN' AWESOME!!!!!!!!!!!!! :xd: ;)
_______Posted Image_______Posted Image

#29 Prince of the Dark Forest

Prince of the Dark Forest
  • Members
  • 249 posts

Posted 05 November 2009 - 08:41 PM

Looks fantastic! Well done!
Ignited into the world in a flash of lightning, it gleams faintly in the heart of its mother, wood. It begins as an ember, a mere wisp of heat and colour. Its chance of survival at this critical moment is minute, yet it fights on, against the unforgiving cold, against the depths of night and against its mortal enemy: rain.

#30 Masterbadeend

Masterbadeend

    Yellow_Pete

  • Project Team
  • 797 posts
  • Location:The Netherlands
  • Projects:RCMOD
  •  Mapper @ the RCMOD

Posted 05 November 2009 - 09:12 PM

Freaking nice ;) , are those particles going to be in there if Sûl wants to make them (sorry for my curiousity :xd: )?

Posted Image
Posted Image
Thanks to MirkwoordArcher for this great signature and the lovely duck.
Posted Image


#31 drogoth232

drogoth232

    What a shame

  • Members
  • 1,268 posts
  • Location:United States

Posted 05 November 2009 - 10:03 PM

Wow great job!
Wait... what?

#32 ttandchotmail

ttandchotmail

    title available

  • Project Team
  • 849 posts
  • Location:Oz

Posted 06 November 2009 - 05:20 AM

Amazing :xd:
No chance of returning....Zero chance of surviving....Well!? When do we get started?
Posted Image
Posted Image
Posted Image

#33 Guest_Guest_*

Guest_Guest_*
  • Guests

Posted 06 November 2009 - 05:59 AM

Very nice... :xd:
Now you could make a v2 with more caves and stuff.

#34 Nazgûl

Nazgûl

    S.E.E. Team Leader

  • Hosted
  • 10,582 posts
  • Location:Sweden
  • Projects:BFME2 - Nazgûl's Special Extended Edition
  •  Veteran

Posted 06 November 2009 - 02:55 PM

Freaking nice :p , are those particles going to be in there if Sûl wants to make them (sorry for my curiousity :rolleyes: )?


You know, we could use more Mappers on the team... hehe :thumbsupsmiley:

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


#35 njm1983

njm1983

    title available

  • Project Team
  • 2,867 posts
  • Location:Orangevale, California USA

Posted 06 November 2009 - 09:46 PM

Update: Muhahahah! I have finished placing all the columns, and carving the chasms. Now im texturing and adding things to expand the environments feel.

Posted Image

Had a thought about a Balrog creep just for this map. Not really sure but make him so he doesnt interfere with the summonable one in anyway. Im not sure what the lair would be, maybe the fire drake lair would work. I could put him at the center point of the map and he'd be fun to try and take out. :thumbsupsmiley:

#36 Masterbadeend

Masterbadeend

    Yellow_Pete

  • Project Team
  • 797 posts
  • Location:The Netherlands
  • Projects:RCMOD
  •  Mapper @ the RCMOD

Posted 06 November 2009 - 10:16 PM

You know, we could use more Mappers on the team... hehe rolleyes.gif

I feel honoured, and I would really like to join your team, but I really don't have much time to make maps, I think I'm out of the team in no-time because I hardly make any progress :p
On page 5 of this Link you can see how far my progress is for the RC mod in 3 weeks. And that's the only map I work on :p .

@ NJM: is Balin's tomb going to be in there? :thumbsupsmiley: :rolleyes:

Edited by Masterbadeend, 06 November 2009 - 11:06 PM.

Posted Image
Posted Image
Thanks to MirkwoordArcher for this great signature and the lovely duck.
Posted Image


#37 njm1983

njm1983

    title available

  • Project Team
  • 2,867 posts
  • Location:Orangevale, California USA

Posted 06 November 2009 - 11:34 PM

The tomb... a thing of mystery to me... I cant for the life of me figure out how moria is laid out in the film. It would seem that the tomb is somewhere near the center of the hall but it contradicts itself with the shaft of light beaming into it. It would make more sense if the tomb was at the side of the hall and the back wall with the shaft of light was sharing the outer wall of the mountain. Its also obvious in the film after the initial goblin attack the fellowship leaves the same way they came in and continued in the hall until they reached the stairs.

Because of this dificulty I wasnt planning on putting it in the map, but since I enjoy challenges Ill take a look and see if I can maybe do something with it.

#38 Masterbadeend

Masterbadeend

    Yellow_Pete

  • Project Team
  • 797 posts
  • Location:The Netherlands
  • Projects:RCMOD
  •  Mapper @ the RCMOD

Posted 06 November 2009 - 11:38 PM

I think it is in the book where it is, but I don't have it here. Maybe you can get a signal fire in there, it's the only thing in that hall with a window in it :thumbsupsmiley:

Edited by Masterbadeend, 06 November 2009 - 11:38 PM.

Posted Image
Posted Image
Thanks to MirkwoordArcher for this great signature and the lovely duck.
Posted Image


#39 yams in a can

yams in a can

    Friend of the Right Side

  • Members
  • 391 posts
  • Location:Henrico,Virginia

Posted 07 November 2009 - 12:59 AM

I wanna see more ingame pics :D :blink:

Posted Image
To the professor, John Ronald Reuel Tolkien.


Posted Image
Posted Image

-yams in a can


#40 ttandchotmail

ttandchotmail

    title available

  • Project Team
  • 849 posts
  • Location:Oz

Posted 07 November 2009 - 03:00 AM

I could be crazy :blink: but I thought the beam of light that fell on balins tomb came from a shaft that went 100's of metres through the mountain and exited near the top of the mountain somewhere. Much like the shafts they have found in the Eygyptian pyramids.
No chance of returning....Zero chance of surviving....Well!? When do we get started?
Posted Image
Posted Image
Posted Image




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users