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Walls of Moria


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#21 njm1983

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Posted 07 October 2011 - 02:24 PM

As always the information provided is quite helpful. I'll redsign the map to better correspond with the one provided. I missed too many key details.

#22 njm1983

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Posted 07 October 2011 - 08:23 PM

Alright spent some time adjusting the walls of moria, Ive tried to incorporate the elements from MTL film approximation and the Map Namo has provided. I must say this is a much better version of the Map.

Posted Image

Nothing is finished yet still gotta adjust a bunch of stuff but Im very happy with how it is looking.

#23 Fudge

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Posted 08 October 2011 - 12:47 AM

Yes Much better, I think that's added alot more realism to the map. :)

#24 njm1983

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Posted 08 October 2011 - 02:04 AM

Well I don't post wip pics for people to gawk ya know. I want feedback so I can make the best possible map. I'm glad you like the changes. I've tweaked quite a bit since that pic. I'll get a new one soon.

EDIT: Pic

Posted Image

Edited by njm1983, 08 October 2011 - 02:59 AM.


#25 _Haldir_

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Posted 08 October 2011 - 04:00 AM

i'm liking the changes, it's looking much more interesting and detailed now :) I can't really think of much else that could be improved at the moment.

Posted Image Posted Image


#26 njm1983

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Posted 11 October 2011 - 02:28 AM

Got the watcher scripts working! Really cool. Thanks to JUS_SAURON for the scripts.

#27 Ridder Blauw

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Posted 11 October 2011 - 05:18 AM

I've always wondered why there are so many 2 player maps. :crazed:
Do mappers always want to fit more scenery on there?

#28 Nazgûl

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Posted 11 October 2011 - 08:39 AM

I mostly play 1 vs 1 :wink_new: Looks really good. Love the broken aqueduct that you recognize from the movie, and the waterfall.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#29 MattTheLegoman

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Posted 11 October 2011 - 12:06 PM

I love the new cliff you have put in. However, put a dam in - it was in the book.
With the players I do like to limit the number of players I put in, relative the size of the map. I probably shouldn't tell you but my earlier maps have players as a tertiary feature.

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#30 njm1983

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Posted 11 October 2011 - 03:48 PM

I didn't limit the map intentionally to 2 players. A lot of time I build a maps layout then based on size and available space the number of players becomes obvious.

I'm going to try and have Amon hen and rivendell be 3 player, dwarrodelf will be 6 it is after all the great hall. I would like scaled isengard to be 4 and edoras to be 5.

#31 njm1983

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Posted 13 October 2011 - 01:44 AM

Update:

Posted Image

#32 Nazgûl

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Posted 13 October 2011 - 08:00 AM

Which way did the fellowship go? Along the path? =)

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#33 Námo

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Posted 13 October 2011 - 08:22 AM

Along the path, then around the lake on the north side until reaching the Hollin Gate.
... elen síla lúmenn´ ómentielvo ...
... a star shines on the hour of our meeting ...
Posted Image Posted Image Posted Image

#34 Nazgûl

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Posted 13 October 2011 - 09:36 AM

Should make a great addition for the campaign =)

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#35 Námo

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Posted 13 October 2011 - 12:10 PM

Oops, a campaign :omg: ... then you better get the whole path, over mountain and under mountain, upper map in this post:

Posted Image


bon voyage ;)
... elen síla lúmenn´ ómentielvo ...
... a star shines on the hour of our meeting ...
Posted Image Posted Image Posted Image

#36 Nazgûl

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Posted 13 October 2011 - 04:10 PM

Hehe well that's not up to me, but our mappers ;) We'll see what happens when the skirmish mod is all done. Moria is about 75% done atm, "only" 8 factions left :crazed: But if all goes as planned, I'm aiming for a campaign in SEE, probably one Good though and in full line with the movies (and books) :rolleyes:

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#37 njm1983

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Posted 14 October 2011 - 02:20 AM

Yeah a campaign of that magnitude is a little out of my reach....

Dont know why I didnt think of this before:

Posted Image


Any way got a slight glitch with my watcher spawn scripts, if he gets killed he respawns instantly however I end up with 2. I think its due to having multiple units in the spawn area. I feel I should add some kind of timer to the mix, so when it dies you get 5 seconds before respawning.

SCRIPT 1 - active
*** IF ***
Player 'Player_1' has units in area 'WATCHER'.
*** OR ***
Player 'Player_2' has units in area 'WATCHER'.
*** THEN ***
Run Subroutine 'watcher spawn'.


watcher spawn - subroutine active
*** IF ***
Player 'Player_1' has units in area 'WATCHER'.
*** OR ***
Player 'Player_2' has units in area 'WATCHER'.
*** THEN ***
Spawn object 'WatcherEgg' in Team 'PlyrCreeps/teamPlyrCreeps' at position ((4306.00,2392.00,45.00)), rotated 0.00 degrees .

SCRIPT3 active
*** IF ***
Player 'PlyrCreeps' has units in area 'WATCHER2'.
*** THEN ***
Disable Script 'watcher spawn'.
*** ELSE ***
Enable Script 'watcher spawn'.

#38 Ridder Blauw

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Posted 14 October 2011 - 05:22 AM

Shall I look into that for you NJM? :wink_new:

#39 njm1983

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Posted 14 October 2011 - 01:55 PM

Nah, I'm sure another mapperwould know how. I appreciate the offer, but I think your skills would be better used helping Naz with his coding.

#40 Ridder Blauw

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Posted 14 October 2011 - 03:19 PM

No problem! I understand, Nazgul needs my help, and it may as well be better spent there. :wink_new: Great to see you work on some Moria/Erebor related maps, they'll fit perfectly in the upcoming Moria-Erebor beta!




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