Walls of Moria
#21
Posted 07 October 2011 - 02:24 PM
#22
Posted 07 October 2011 - 08:23 PM
Nothing is finished yet still gotta adjust a bunch of stuff but Im very happy with how it is looking.
#23
Posted 08 October 2011 - 12:47 AM
#24
Posted 08 October 2011 - 02:04 AM
EDIT: Pic
Edited by njm1983, 08 October 2011 - 02:59 AM.
#26
Posted 11 October 2011 - 02:28 AM
#27
Posted 11 October 2011 - 05:18 AM
Do mappers always want to fit more scenery on there?
The Nazgûl's Watch
#28
Posted 11 October 2011 - 08:39 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#29
Posted 11 October 2011 - 12:06 PM
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.
Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis
There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour
What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado
#30
Posted 11 October 2011 - 03:48 PM
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
Posted 13 October 2011 - 01:44 AM
#32
Posted 13 October 2011 - 08:00 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#33
Posted 13 October 2011 - 08:22 AM
... a star shines on the hour of our meeting ...
#34
Posted 13 October 2011 - 09:36 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#35
Posted 13 October 2011 - 12:10 PM
bon voyage
... a star shines on the hour of our meeting ...
#36
Posted 13 October 2011 - 04:10 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#37
Posted 14 October 2011 - 02:20 AM
Dont know why I didnt think of this before:
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
Posted 14 October 2011 - 05:22 AM
The Nazgûl's Watch
#39
Posted 14 October 2011 - 01:55 PM
#40
Posted 14 October 2011 - 03:19 PM
The Nazgûl's Watch
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