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Desert/Harad Fortress


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#1 {IP}jimmyman

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Posted 15 June 2010 - 09:15 PM

I started today, should have some nice screens in a few days, leaving to my other house now.

Edited by {IP}jimmyman, 15 June 2010 - 10:27 PM.

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#2 Pasidon

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Posted 16 June 2010 - 05:28 AM

Well no need to be dramatic about it.

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#3 {IP}jimmyman

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Posted 18 June 2010 - 07:45 AM

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Lol.
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#4 {IP}Sauron

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Posted 18 June 2010 - 12:06 PM

I like your placement of the walls and towers :p
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#5 Devon

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Posted 18 June 2010 - 02:07 PM

So do I. You'll probably want to paint some impassibility on the hills in front of the walls so there are no little islands of places where units can get stuck. I would also maybe recommend some of those spike barricades, and maybe some actual Harad buildings as well? But nice work overall :p

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#6 _Haldir_

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Posted 18 June 2010 - 02:19 PM

Helm's Deep walls and a big river aren't exactly how i imagine a dry Harad desert :p Is this meant to be Harad, or just a generic fortress map not necessarily in Middle-Earth? Either way, i don't think the Bree towers or that Mordor tower quite fit in.. The little bit of texturing you have there is looking nice :)

I'd say leave impassability until the end. Making changes to your terrain will stuff up any painted impassability anyway :wub:

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#7 Puppeteer

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Posted 18 June 2010 - 02:58 PM

Yeah, it's not what I expected either. Helms Deep Walls, Minas Tirith embellishments, Cirith Ungol tower, Umbar towers, Dale dock and Elven buildings... I don't think it goes. Besides, that isn't a desert fortress, and if it is situated in the desert then I'd expect the river to be full of silt and sand from poor ground and sandstorms.

#8 Hostile

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Posted 18 June 2010 - 07:29 PM

I can believe the river because any great fortress would be located near a major water source. But the entrance in 2nd pic has too much impassability right in front of the opening. There should be a VERY clear area there.

I'm not impressed really...

#9 {IP}jimmyman

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Posted 26 June 2010 - 02:38 AM

I'm not impressed really...

Frankly, that was quite rude. I'm fine with other people's criticism, but something along the lines of that is some real asshattery. Because i'm totally done with the map. I put that part in last, turned off the computer, and packed for my vacation. If you really think id leave something like that in as finished product, you don't know me. Simply put. I'll accept everyone's constructive criticism, even Puppet, who i respect.
Anyway, me and Devon decided to just do a generic fort map. Not desert, but anywhere. Just a fortress that will have slums, upper class, and military districts. Most likely it will be a grassy area. Anywhere does. And we're thinking scripting it for a two player co-op that lets you defend. So hold comments acting like the map is done for when it's done please. And if you can't tell, i'm trying hard. I don't do fortress maps because i find working with the objects hard. I'm really trying. This is the first one i've taken seriously, so thanks for telling me what i did right and wrong.

Edited by {IP}jimmyman, 26 June 2010 - 02:40 AM.

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#10 _Haldir_

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Posted 26 June 2010 - 08:25 AM

No need to get upset, it's no insult to say that you do or don't like something :) I don't think Hostile would be one to start flaming or being a prick for the fun of it. He does raise a good point about passability, though i'm sure you're on top of it as you said.

As far as objects, i'd suggest sticking to a limited selection of types. At the moment, i can see objects from Helm's Deep, Minas Tirith, Gondor, Dale, Esgaroth and Cirith Ungol! Using too many different types becomes confusing, and you lose a sense of style that goes with the objects. You don't necessarily have to pick a specific location, but do pick a climate or "feel", so you can keep objects consistent with your texturing and natural features ;)

E.g. if you're going for a fortress look with older, stone walls, then i'd get rid of the wooden buildings, the evil towers, and the "cleaner" Minas Tirith/Grey Havens/Arnor buildings. Stick to Helm's Deep, Umbar, Gondor and Ithilien/Osgiliath props.

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#11 {IP}jimmyman

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Posted 26 June 2010 - 05:56 PM

That'stheplan.bythewaykeyboardisntworking:(
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#12 {IP} Aridor

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Posted 03 July 2010 - 03:48 AM

I'd reduce the lumpy hills below the walls. Most walls wouldn't have rocks up that high it makes it to easy to assault them. You could use other objects to mask the walls. Like how I do it with my ruins.

#13 {IP}jimmyman

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Posted 03 July 2010 - 06:51 PM

Yea Aridor that was also the plan lol. I just needed a base before i go back and rework the stuff and details.
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#14 {IP}TABARRON

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Posted 28 August 2010 - 10:12 PM

the hills look like they come over the walls
I would put little hills in front of the walls
I your going to have a wall why do you need hills to cover them?
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#15 {IP}jimmyman

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Posted 01 September 2010 - 06:56 AM

The walls dont quite go straight into the earth and hover just a tad, i'm still working on it and maybe alternatives to the walls. I can't quite the right thing to fit to me.
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#16 tyufgo

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Posted 01 September 2010 - 12:18 PM

Well about the river, it is not impossible to be a river in a desert, for example in Egypt there's Nilo river and Egypt is almost all desert, but the areas near the river are fertile, so make a texture mixing some sand and grass that combines with the sand i got an image to help you.
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Now about Helm's Deep Walls and Cirith Ungol stuff and other stuff, I have to agree with the users that said it doesn't fit well, try to disguise with ruins or something else.

#17 {IP}jimmyman

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Posted 09 September 2010 - 05:52 AM

Disguising with ruins is the plan. And yea, i'm pretty good at doing desert with grass (I'd say check my Far Harad map but it's up in the RJ private forums). And i'm actually deciding to change it to a grassy theme. May just scrap the idea, but the layout stays the same.
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