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#41 Rider of Rohan

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Posted 19 February 2013 - 01:54 AM

Hehehe, Yea Its inspiring XD.


99dxc486ltde132zg.jpgh5je9noaofg3o26zg.jpg

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#42 Rider of Rohan

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Posted 11 March 2013 - 10:47 PM

Lol just thought this post up in here :

W3DView%25202013-03-03%252016-32-54-28.j

W3DView%25202013-03-10%252021-00-41-87.j

The Helm for the Archer was from one of the Textures used for Mathijs's Edoras Spearmen 

And the Orc Brute had some stuff taken from Gothmog :p


Edited by Rider of Rohan, 11 March 2013 - 10:50 PM.

99dxc486ltde132zg.jpgh5je9noaofg3o26zg.jpg

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#43 Rider of Rohan

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Posted 14 March 2013 - 11:24 PM

Lol so i wanted to try mapping :D And well hows this for a start (an ancient dwarf city and then a fortress map for Rohan)

WorldBuilder%25202013-03-14%252019-22-13

WorldBuilder%25202013-03-14%252019-22-19

WorldBuilder%25202013-02-22%252021-59-37

WorldBuilder%25202013-02-22%252022-05-01

 

So how's it for a start ?


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#44 Elric

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Posted 14 March 2013 - 11:53 PM

Use more textures on both maps. :p the layouts looks OK though. :p



#45 MattTheLegoman

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Posted 15 March 2013 - 02:46 AM

I will give my tips directly:

  • Make sure there is space for players to move around, the Dwarf picture looks a bit cramped.
  • Also make sure your players are focused away from the edge of the map. The Dwarf picture again is too close to the edge, if it is hardly any detail worthy of being nearer to the centre then it is okay, but I am going to recommend copying it and putting it a bit closer so you can "hide" the edge with a mountain or something. Keeping the player away from the edge of the map (but not forcing them to the centre of course, lol) makes the map seem bigger, even though you lose a little bit of space to an impassable area, of course scripted maps need paths leading in.
  • It looks like you have used Dwarf postern gates? Other players won't be able to see them and/or they will be flashing to invisible, unless you can script/code/ini something in. I don't know exactly how it works.

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#46 Naugrim.

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Posted 15 March 2013 - 02:48 AM

I definitely like the layout for the Rohan fortress map. I would advise against using the Rohan Castle Floor object though. Getting the hang of texturing is tough at first, but you just gotta work at it.

#47 Bofur

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Posted 15 March 2013 - 06:49 AM

How scaled are the walls on the Rohan fort? Because scaling causes geometry issues

left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#48 Rider of Rohan

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Posted 15 March 2013 - 07:01 PM

Well the ruined fortress is just an eye-opener for the map, not to be player related just a place where a ton of spiders can be found and  overtaken for money XP. It's supposed to be a forgotten forest but i don't think it will fit in in middle earth but i could still try at it XP. 
The Rohan fortress uses the old (BFME 1) castle walls so it's not scaled, Yea they need to be textured I'll take a look at Haldir's guide(s) to mapping later on. And the castle floor object i saw it didn't really cut when i played in the map, also i forgot to fix up the walls to be stronger (._.) 1 hit wonders they were.


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#49 Kwen

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Posted 15 March 2013 - 07:30 PM

Great start, everything tends to be choppy at first, but the point is having the drive to improve. Every attempt will be better then the last even if it doesn't look like it, the point is you're learning.

 

Keep going, and great things will follow. :)


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#50 Rider of Rohan

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Posted 16 March 2013 - 01:22 AM

Thanks, I'll keep working on it :D, I'll have to learn how to texture good first.

         (Erebor Dwarf)                            (High King Peter)

upheavydwarf.jpg upkingpeter.jpg 


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#51 Rider of Rohan

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Posted 20 March 2013 - 11:13 PM

So I was kinda bored today, and came up with a Nazgul Bust, from scratch :D. It's unfinished and un-textured but i think right now it's worth getting some advice XP

Side

NazgulBust1.jpg

Side Back

NazgulBust2.jpg

Front

NazgulBust4.jpg

^----------------------- It looks better from the side ._. doesn't it XD


Edited by Rider of Rohan, 20 March 2013 - 11:15 PM.

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#52 Jeth Calark

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Posted 25 March 2013 - 06:13 PM

Several people interested in doing a Narnia mod? Where were you all four years ago?!

#53 Rider of Rohan

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Posted 25 March 2013 - 06:21 PM

LOL !


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#54 Duke

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Posted 25 March 2013 - 10:50 PM

To my knowledge at least two have been attempted over the years but none ever got too far. 

 

I quite like the layout of that Rohan base, can you get men on the walls though?



#55 Rider of Rohan

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Posted 25 March 2013 - 11:18 PM

Yea they're pretty much able to go on, but they always end up running all about ._. which i ever so much hate XD.

And I've had these in storage for a while now :

W3DView%25202013-03-25%252018-54-24-98.j

W3DView%25202013-03-25%252018-54-44-54.j

W3DView%25202013-03-25%252018-54-56-68.j


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#56 Rider of Rohan

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Posted 26 March 2013 - 12:22 AM

And this took me 3 days to do and I'd love some criticism on it (as Lord of the Rings Fans that is :)) MAKE SURE TO WATCH IN HD, saved in that way to give you guys the full experience ;) 


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#57 Lauri

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Posted 26 March 2013 - 02:46 AM

To fast. Way to fast. The only thing that didn't feel out of place was the slow-motion sequence with Merry and Eowyn in the start. You have to follow the rythm, not the lyrics.

 

Just my cents.


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#58 Rider of Rohan

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Posted 26 March 2013 - 02:51 AM

Thanks for the feedback Lauri, but was it at least enjoyable to you ?


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#59 Lauri

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Posted 27 March 2013 - 12:33 PM

To be honest, not really. I don't think the song fits into a LotR setting at all, and the pacing of the clips is way to fast for a non-action flick.


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#60 Mathijs

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Posted 27 March 2013 - 07:56 PM

The editing looked pretty solid to me. The song it was tailored to, however, was awful.


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