Lake Evendim
#1
Posted 05 October 2011 - 04:07 AM
The points of the lake have been left shallow for passability reasons, The ruins serve no real tactical purpose but depending on how the map gets played, could be an area for cool battles.
#2
Posted 05 October 2011 - 05:43 AM
The Nazgûl's Watch
#3
Posted 05 October 2011 - 11:17 AM
The ruins will definitely be awesome to battle inside, but I also guess Annuminas will be slightly bigger?
Another great map from you by the way!
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
#4
Posted 05 October 2011 - 03:56 PM
#5
Posted 05 October 2011 - 09:22 PM
Nice map I've seen alot of Lake Evendim maps but This is probably my favorite.
#6
Posted 05 October 2011 - 09:47 PM
So you did the linhir map going into TDH? thats a really impressive map.
#7
Posted 05 October 2011 - 10:12 PM
Well Thank you Very Much , When you say the "Osgiliath" Map is that the one in TDH?
Edited by Fudge, 05 October 2011 - 10:13 PM.
#8
Posted 05 October 2011 - 10:18 PM
#9
Posted 05 October 2011 - 11:39 PM
Slightly closer look at the ruins
#10
Posted 06 October 2011 - 11:25 AM
Just a suggestion but maybe a few Small peices of Rubble scattered about the buildings and roads to give it a more realistic look, That's just what I think.
Edited by Fudge, 06 October 2011 - 11:26 AM.
#11
Posted 06 October 2011 - 02:26 PM
#12
Posted 06 October 2011 - 03:10 PM
#13
Posted 06 October 2011 - 04:00 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#14
Posted 08 October 2011 - 04:37 AM
Sort of similar to your Walls of Moria map, you might find that players rarely venture inside the ruins if there's no real reason for them to go that way. Just a thought, maybe you could play around with the cliffs and gates to do something like this?The ruins serve no real tactical purpose but depending on how the map gets played, could be an area for cool battles.
If you extend that one cliff right up to the city walls, and reposition the southern gate, it would force people to travel through the city to cross the bridge on the other side. It would create more opportunity for defending chokepoints, and would also make climbing the walls much more useful for defending the gates
And maybe some inns or outposts or lairs or something in that inner area would again, give players more of an incentive to travel through that way.
And like Fudge says, ruins take ages to do. It would be a shame for all that time and effort to be just glanced over by players who are just going to walk around it.
#15
Posted 08 October 2011 - 11:59 AM
I concur, but would like it even more with this variation on Haldir's proposal:... you might find that players rarely venture inside the ruins if there's no real reason for them to go that way. Just a thought, maybe you could play around with the cliffs and gates ...The ruins serve no real tactical purpose but depending on how the map gets played, could be an area for cool battles.
If you ... force people to travel through the city ... It would create more opportunity for defending chokepoints, and would also make climbing the walls much more useful for defending the gates ...
And maybe some inns or outposts or lairs or something in that inner area would again, give players more of an incentive to travel through that way.
If you instead of extending the cliffs to the west of the city make a new outer wall with a gate, there'll be space for inns/outposts/lairs inside the city perimeter, and thus making it more important. In my opinion a place like Annuminas deserves that.
It would indeed be nice to see some "mini-fortress" maps where historical places somehow become the focal point of game-play, and not just eye-candy.
... a star shines on the hour of our meeting ...
#16
Posted 08 October 2011 - 02:40 PM
Before I incorporate the changes you suggest, the first thing I'll need to change is the start locations- I believe that this is the main reason the city doesn't get included in game play. The current setup is upper left vs bottom right. So a change to bottom left vs upper right will bring the ruins into the battle.
#17
Posted 09 October 2011 - 07:07 AM
Heres the outer walls Ive added:
Heres some disguised signal fires by the ruined Palace to draw you into the deepest parts of the city:
Here is the new start location splitting the map top right vs bottom left:
#18 Guest_PrinceofMirkwood_*
Posted 09 October 2011 - 08:49 AM
Great map NJM! = )
#19
Posted 09 October 2011 - 02:09 PM
The Nazgûl's Watch
#20
Posted 11 October 2011 - 12:26 PM
Can't wait to play your maps NJM!
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
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