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Moria for SEE


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#41 MirkwoodArcher

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Posted 07 November 2009 - 03:04 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.


That is the logical place for it to come from. In fact, I think it did. In the movie, when the Fellowship exits the tomb, the shaft of light showed on the tomb through a hole in the wall. I think it continued down the great chamber too.

Edited by MirkwoodArcher, 07 November 2009 - 03:06 AM.

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#42 Lord Fox

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Posted 07 November 2009 - 04:44 AM

if you don't mind me asking, how are flying units or fly ing summons suppose to work on this map. or is the roof just insanly high that you could have a dragon/eagle/fellbeast battle in the mine?
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#43 MirkwoodArcher

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Posted 07 November 2009 - 04:46 AM

if you don't mind me asking, how are flying units or fly ing summons suppose to work on this map. or is the roof just insanly high that you could have a dragon/eagle/fellbeast battle in the mine?


Maybe Nazgul will disable the summons and flying units for Moria...or maybe not, as the Balrog is huge and is kind of like a flying unit.
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#44 njm1983

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Posted 07 November 2009 - 06:22 AM

I just watched the scenes in moria, the tomb is indeed in the center of the hall, with a light beam shining down on the hole outside the tomb. I noticed ea's tomb model is wrong, the passage that's on the left in the back should be on the back wall on the right side, and the elevated area on the right should also be on the left. I'm debating whether or not to build my own tomb, that's accurate and functional. I've got a good pic of the tombs layout when i get an opportunity I'll give it another try.

#45 Dark_l0rd_Davian

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Posted 07 November 2009 - 06:52 AM

Moria.jpg will this help out?
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#46 njm1983

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Posted 07 November 2009 - 10:02 AM

Well actually Ive been given that before... thanks though.


Alright after much trial and error Ive decided to stick with the EA tomb, it has better presentation despite its inaccuracies. heres the tomb on the map:

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Still have some wrapping up to do, but Im pleased with the final product.

#47 Masterbadeend

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Posted 07 November 2009 - 11:37 AM

That fits exactly :blink: , but is it passable? :D

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#48 Sûlherokhh

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Posted 07 November 2009 - 01:15 PM

if you don't mind me asking, how are flying units or fly ing summons suppose to work on this map. or is the roof just insanly high that you could have a dragon/eagle/fellbeast battle in the mine?


Look here:

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. :blink:


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#49 njm1983

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Posted 07 November 2009 - 06:41 PM

That fits exactly :) , but is it passable? :p



Yes it is passable, the upper level to the right isnt though, but you can send units in and run around on the level with the tomb. should be a nice little feature for this map.

Heres the final version of the tomb:
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EDIT: Got ingame pics too:

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Edited by njm1983, 07 November 2009 - 07:00 PM.


#50 mike_

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Posted 07 November 2009 - 07:08 PM

Looking great, NJM. Keep up the good work :)

#51 Masterbadeend

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Posted 07 November 2009 - 07:21 PM

Can't wait to play a map like that :p , it looks like it comes straigth from the movie :)
BTW: Maybe you can add some sort of bonus when you enter the tomb.
(If I give too much advices, you should say it :p )

Edited by Masterbadeend, 07 November 2009 - 07:24 PM.

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#52 ttandchotmail

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Posted 07 November 2009 - 10:56 PM

Rocks!!! :)
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#53 RalphDamiani

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Posted 07 November 2009 - 11:34 PM

Excellent job!

#54 Dant

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Posted 07 November 2009 - 11:56 PM

Amazing! :)
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#55 Prince of the Dark Forest

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Posted 08 November 2009 - 09:05 AM

Again, great work! :)
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#56 Dark_l0rd_Davian

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Posted 09 November 2009 - 04:59 AM

nice!
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#57 khamulrulz

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Posted 09 November 2009 - 12:03 PM

those rj cam shots remind me of the movie... :thumbsupsmiley:
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#58 Nazgûl

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Posted 10 November 2009 - 03:16 PM

Wicked! I'll make sure to add a skybox featuring a dark rocky "roof" for the cave :lol:

NJM: Later in production, when we get to the campaign... Perhaps you can make another version, more fitted for straight forward campaign play. That wouldn't require space for more than one player, and we could also have the bridge, at the end of that map. I seem to recall that Ed was working on a complete model for the bridge :lol:

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#59 njm1983

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Posted 10 November 2009 - 05:29 PM

Well we'll cross that "bridge" when and if we come to it.

#60 Arthadan

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Posted 10 November 2009 - 07:52 PM

Also, it would be a great start for the Evil Campaign. The Goblins of Moria killing Balin and his Dwarves :crazed:
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