Edited by {IP}jimmyman, 15 June 2010 - 10:27 PM.
Desert/Harad Fortress
#2
Posted 16 June 2010 - 05:28 AM
#4
Posted 18 June 2010 - 12:06 PM
#5
Posted 18 June 2010 - 02:07 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#6
Posted 18 June 2010 - 02:19 PM
I'd say leave impassability until the end. Making changes to your terrain will stuff up any painted impassability anyway
#7
Posted 18 June 2010 - 02:58 PM
#8
Posted 18 June 2010 - 07:29 PM
I'm not impressed really...
Save the environment, use green text
Some Bullshit Somewhere
#9
Posted 26 June 2010 - 02:38 AM
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.I'm not impressed really...
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.
#10
Posted 26 June 2010 - 08:25 AM
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.
#12
Posted 03 July 2010 - 03:48 AM
#14
Posted 28 August 2010 - 10:12 PM
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?
#16
Posted 01 September 2010 - 12:18 PM
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
Posted 09 September 2010 - 05:52 AM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users