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Umbar


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#1 The Best Guest

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Posted 11 June 2010 - 12:00 AM

Umbar-got a lil help from NJM still have a load of texturing to do on it

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Ask any question you want except when it will be finished when i get the time to texture i will.

the town

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#2 Pasidon

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Posted 11 June 2010 - 12:16 AM

I see detail blooming in small portions... I see well placed and planned features... So good, so far. I do hope you make an active city that responds to terror and has nearly placed paths and such.

#3 {IP}jimmyman

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Posted 11 June 2010 - 02:05 AM

I like it, some Grey Havens pieces don't fit entirely well in there though :)
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#4 The Best Guest

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Posted 11 June 2010 - 02:24 AM

I was looking for cathedrals...and i came up with elvan circular buldings what can i say i was going for the medieval townish look
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#5 {IP}jimmyman

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Posted 11 June 2010 - 05:09 AM

True true, but, the Golden Hall does work too....i believe.
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#6 _Haldir_

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Posted 11 June 2010 - 05:58 AM

Looks nice :)

Though i always imagined Umbar to be a bit more sandy/tropical, than grassy. Also, the terrain around the canals in the town seems a bit too square to me. I would probably place low walls/docks around the edges to give it a squarish look, rather than leave it to just the terrain :p

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#7 bergice

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Posted 11 June 2010 - 10:48 AM

Found some maps:

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#8 m@tt

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Posted 11 June 2010 - 02:07 PM

If I'm being honest (sorry!), it's now how I'd imagine Umbar at all.

Umbar is an old Gondorian city based in Harad, so I'd imagine white and off-white buildings in a sandy land.

You've gone for Dale buildings in a northern/Rohan-looking area.
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#9 bergice

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Posted 11 June 2010 - 02:17 PM

Even thou its a desert-like environment doesn't mean there cant grow grass or trees there, however i would like to see some variations in the terrain, maybe change the textures to look more sandy and add some small lakes covered with tree and grass.
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#10 The Best Guest

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Posted 11 June 2010 - 08:16 PM

Completely understandable, the textures,..well i cant say much for those textures have never been my strong point, as to the buildings though imagined more of a wooden type thing going on like a medieval town at the height of piracy, but that was just my vision.
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#11 Pasidon

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Posted 13 June 2010 - 05:14 AM

For the limited variety of what we have to work with in World Builder, our exact interpretations can't always be met anyway. But always keep in mind every building doesn't have to be one model... over-lap several to make a diverse model.

#12 The Best Guest

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Posted 25 June 2010 - 06:16 PM

Alright revamped the town completely and i made it have three sections a old Númenórean section in the north, then a much much newer gondorian section in the south and then a small fishing/Corsair section to the west.

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#13 {IP} Aridor

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Posted 03 July 2010 - 03:51 AM

I'd recommmend the ruined and defaced statues. The corsairs would destroy anything that was slightly glorifying to the Gondorians. Like how the orcs defaced the statue at the crossroads in Ithilian.




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