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#21 Nazgûl

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Posted 23 October 2011 - 09:55 PM

I really like how you guys reason around this! *love my crew* :)

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#22 njm1983

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Posted 23 October 2011 - 11:15 PM

Hey Naz can we get some clarification on whether this will be a ROTWK mod or BFME II - for some reason I cant get this to stick in my head.

I think the snow trolls could stay as creeps if using the cave troll skl and anims. I just didnt wanna push too much content from ROTWK if this is BFME II only. As with any ideas we have they have to be approved by you before any implementation. However Im glad you approve of our thought process. :)

#23 Ridder Blauw

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Posted 24 October 2011 - 11:13 AM

Great list NJM, I just wanted to show you how it could be done.

#24 njm1983

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Posted 25 October 2011 - 01:28 AM

Without your list I wouldn't have even considered thinking on it. Now its just a matter of implementation which is a growing list for you guys LOL.

#25 Nazgûl

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Posted 25 October 2011 - 09:20 AM

Well, this WAS a mod for BFME2 that used some of the stuff (the very few and useful parts) from RotWK that lead to some debates over "legal" matters (even if I find them silly for an obsolete game that not even the developer cares about). Anyways, this time around, when doing the Launcher RG asked me if I wanted the mod to be based on RotWK this time. My answer was "if it's possible to do that and still remove all the RotWK menus and in game GUI yes". The reason for this is simple - I didn't want to go over and over again with "leagal" issues, and since RG could do that, I chose that way. So SEE DC is indeed based on RotWK and requires that disc to run. But it LOOKS like BFME2. That way we dont have to get into those debates and we dont have to live with the dreadful GUI of RotWK. best of two worlds. And perhaps best of all - the Launcher gives access to ALL the BFME1, BFME2 and RotWK stuff and SEE assets in the WB! :thumbsupsmiley:

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

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Posted 25 October 2011 - 10:09 AM

... SEE DC is indeed based on RotWK [...] But it LOOKS like BFME2 ... and we dont have to live with the dreadful GUI of RotWK. best of two worlds. And perhaps best of all - the Launcher gives access to ALL the BFME1, BFME2 and RotWK stuff and SEE assets in the WB! :thumbsupsmiley:

Brilliant solution, nice to see wisdom prevail. :good:
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#27 Nazgûl

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Posted 25 October 2011 - 10:37 PM

Thanks, most of all this was due to RG's technical expertise though, as a programmer (not coder) :thumbsupsmiley: I've always wanted this solution, but I didn't think it was possible =)

// 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! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#28 njm1983

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Posted 26 October 2011 - 08:26 PM

Couple more images of what I think would make good creep lairs

Corsairs

Posted Image

Wildmen

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#29 Lü Bu

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Posted 26 October 2011 - 10:09 PM

Like!

#30 Kwen

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Posted 27 October 2011 - 01:10 AM

I know this is a bit delayed, but I disagree with using the Ent Moot as the object. I think it would look really cliche to have random Ent Moots around. I'd rather see the modified Forbidden Pool, because at a quick glance, it seems like just special forest "architecture" of sorts.

I just don't think using the Ent Moot is very Original. Easier, yes. Creative, no.

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#31 njm1983

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Posted 27 October 2011 - 03:52 AM

I'd prefer to use the hidden pool, it adds visual diversity which adds realism in my opinion. However the challenge is keeping the original and also having the reskinned one. Currently its low priority and we don't really have a dedicated modeler with which to do the work. It would probably be OK to just do a reskin and rename the building, I don't believe its used anywhere in the game except on a map as a scenery piece.

#32 Ridder Blauw

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Posted 27 October 2011 - 08:17 AM

Now I think about it, we should go with an edited Forbidden Pool... :wink_new:

Now that Treebeard uses the Entmoot, I'd rather keep it unique to him.

Also NJM, how bout you throw all those creep ideas on one map, and I'll code them in later when I have the time? Together with the rest of the Spellbook perhaps?

Edited by Ridder Blauw, 27 October 2011 - 08:18 AM.


#33 Troudabour

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Posted 27 October 2011 - 02:21 PM

These new creep lairs sound awesome! Having some very powerful ones, like the Ents on a map, could lead to some really interesting, new gameplay :thumbsupsmiley:

#34 njm1983

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Posted 27 October 2011 - 11:47 PM

Well Rb you want all of em or just the ones that have complete damage states and collapse anims? I have some ideas about using faction buildings instead of all new ones that dont have all the necessary polish.

The current goblin creep lair could be used for wildmen.
Then the goblin tunnel could be used for goblins instead.
Orcs could use the Orc pit.

This should await Naz approval. The exception being the ents and corsairs which have been approved.

Ill put up a pic:

Posted Image

Edited by njm1983, 28 October 2011 - 04:38 AM.


#35 MattTheLegoman

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Posted 28 October 2011 - 08:57 AM

Would this do as a re-skin for the Ent Creep. (Pictured with ents)
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#36 Ridder Blauw

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Posted 28 October 2011 - 09:12 AM

Looks interesting Matt, and also NJM why not use civilian structures? Wild Men will only be in dunland, brigands in breeland maps, etc.

#37 njm1983

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Posted 28 October 2011 - 01:38 PM

Well I'd like to use civilian structures. They just don't have damage states and collapse animations. I suppose they could be added later. Ill get another pic.

MTL that looks pretty good. Could ya also match the ground better to the rocks?

#38 Ridder Blauw

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Posted 28 October 2011 - 02:01 PM

Damage states and collapse anims can wait, I consider that polish, also we could also just have them indestructible for now. Never liked destroying lairs anyway, took away the liveliness of the map.

#39 njm1983

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Posted 28 October 2011 - 02:30 PM

Good points.

Heres an updated version pic

The lone tent is for brigands - I was thinking that the Thrall master and black dunedain could be reskinned for the brigands
Im still not sure what to use for mountain giants.

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#40 Nazgûl

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Posted 04 November 2011 - 12:55 AM

Some very nice ideas here...

- Ents look great with the lush "forbidden pool". The new texture is very nice, but a little stretchy though. Maybe someone could map it better later on.

- Corsairs are perfect in the Tavern (as it will be removed from Mordor).

- Wildmen should have one of those log-huts.

- Orcs should have the camps from BFME1, with tents, fires, etc. Not the Orc Pit nor the single tent.

- Goblins should not be altered from the standard cave (see no reason why?).

(No structures that are used in any base should be used as creeps)

I also agree with RB that not all creeps should be destroyable. At least not the big rock for ents...

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





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