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July 2nd Update: The Fortress of Erebor


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#41 Retharias

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Posted 24 August 2010 - 04:33 PM

Great job on the map! This outdoes EVERY map i've ever seen.

Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk agh burzum-ishi krimpatul.

One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the Darkness bind them.


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#42 Souske22

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Posted 24 August 2010 - 08:16 PM

We must clone Haldir to ensure his awesome map making skills survive forever! Great work on it cant wait for the update to finally chop down a few million Orks and Uruks

#43 Kwen

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Posted 24 August 2010 - 08:42 PM

Million? That would take a very long time.

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#44 Lauri

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Posted 24 August 2010 - 08:56 PM

Well, the replay value of this map... yeah

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#45 _Haldir_

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Posted 25 August 2010 - 05:27 AM

This was an interesting question sent to me in a PM, which i thought i'd answer here:

That is one epic map. And on BFME I, too. How in the world did u get your mod team to give you so many custom models? :p


I didn't have to ask, it was more a case of Nertea's dedication to the mod :rolleyes: In our staff forums, i started the map with the assets that were already in the mod. After seeing what i came up with originally, Nertea could more easily see what could be made, and got to modelling. And because the map is one of the mod's more important maps, the team was more than happy to put in the effort to make it as good as it could possibly be.

It was more a combined approach to the map, rather than "i'm the mapper, so make some models for me". As a mapper, it's easier for me to map based on the assets i have already, rather than make someone model a piece based on what i have laid out :p So it was more a case of Nertea making a huge bunch of objects, which i then got to play with, and show to the team for critism/feedback.

I really didn't have any preconceived idea of the custom models, until they were made by Nertea/Andros. The first version of the map i showed to the team looks very different to the version that is in the update ;)

A little side note to give you an idea of the work that's gone into this map:
I originally laid out my concept for the map in April this year, making it a 4 month long project - a huge time for just one map, when i normally finish a map in 1-2 weeks. My concept was also based off a layout that m@tt had done for RA in early 2007, so you could even say this map's been in the works for 3 and a half years :sad:

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#46 {IRS}Athos

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Posted 25 August 2010 - 01:58 PM

If only I had your dedication, I would have finished at least one map by now. :p
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#47 ACDC

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Posted 01 November 2010 - 06:07 AM

I'm glad people like the map ;). It'll be in the next public update, though I'm not quite sure when it'll be.


:p Is there any approximate date for the next update?

#48 _Haldir_

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Posted 01 November 2010 - 06:25 AM

Isn't that question answered in your own quotation? :p

There's also this update in case you haven't seen it.

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#49 Guest_Bofur01_*

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Posted 12 April 2011 - 07:45 PM

Will you be able to build thrush marksmen in dale, as i think i saw one outside a building on the 12th screenshot?
BTW i really like the map. I can't wait to play it! :grin:

#50 _Haldir_

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Posted 13 April 2011 - 04:24 AM

Not especially no, those marksmen in the screenshots are just civilian units that run around. There are several watchotwers around the town that will belong to whichever team owns the outpost in the middle though, so there are definitely added bonuses to capturing the outpost. Recruitable marksmen was something we thought about, but decided that it would be too unbalanced if the Erebor player held the outpost, the surrounding towers and extra reinforcements on top of that. And it would look a little funny if say a Mordor player captured the Dale outpost, and started spawning marksmen of the thrush :huh:.

Glad you like it :grin:.

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#51 Fudge

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Posted 14 May 2011 - 06:36 PM

Truly awe inspiring, This is the first map I've seen That's made my jaw drop.

Without a doubt you are the best mapper I've seen around (It makes me glad you create BFME 1 Maps).

#52 {IP}Solstice

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Posted 23 July 2011 - 09:59 PM

Is their going to be ai for the fortress?
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#53 _Haldir_

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Posted 24 July 2011 - 12:09 PM

Maybe eventually, though it requires a lot of complicated scripting, which i'm no expert at :p. Mostly likely the Erebor fortress will only be player controlled for the next release.

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#54 {IP}Solstice

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Posted 24 July 2011 - 04:20 PM

Thanks Haldir my friend was wondering.
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#55 Námo

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Posted 24 July 2011 - 07:09 PM

I guess the next release will be a truly "long expected party".

Edited by Námo, 25 July 2011 - 07:16 AM.

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#56 Baki

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Posted 24 July 2011 - 08:23 PM

You do realize that this update was posted long ago (July 2nd) and not today, right? :p
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#57 {IP}Solstice

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Posted 24 July 2011 - 09:50 PM

Super bump?
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#58 _Haldir_

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Posted 25 July 2011 - 12:28 AM

Oh Namo, you so silly :p

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#59 Mr.IAmHere

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Posted 19 September 2011 - 12:35 AM

Way Way better than EA's version

#60 Yarrum

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Posted 24 March 2012 - 10:57 PM

Does the gatehouse archer upgrade apply to the gatehouse on this map?

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