I don't see why anyone shouldn't be free to work for any mod he/she likes, as in as many as they like. Anything made for SEE (maps as well as models) is free for other (established) mods as far as I am concerned, if the mapper or modeler chooses to. Personally I think there's too much competition in modding. If more modders help eachother with assets, models, maps, and whatnot, we'd have more quality mods out there instead of a bunch half baked projects ;p
Anyway, dont wanna highjack this topic, so I'll just say - these maps look great and would be an awesome addition to any great mod, wether it's Edain, SaF, RC, etc =)
#81
Posted 30 April 2014 - 10:38 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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#82
Posted 01 May 2014 - 09:33 PM
Greetings to all think, exactly the Nazgul's words, I have many of my projects that I do not care for those who want them. that's another topic that I will not talk.
#83
Posted 01 May 2014 - 09:55 PM
Long ago, I saw a map of ruins of Osgiliath That I really like. and so reconstructed why Osgiliath gem . As part of the group of maps Minas Anor, Osgiliath, Minas Ithil
only missing details
Osgiliath 3429 S.E.
Edited by Dark Lord, 02 May 2014 - 03:24 AM.
#84
Posted 01 May 2014 - 10:44 PM
Unfortunately you might find that the walls and bridges have pathing issues.
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
#85
Posted 02 May 2014 - 12:41 AM
Unfortunately you might find that the walls and bridges have pathing issues.
#86
Posted 02 May 2014 - 04:24 AM
Do you know how to teleport structures off-map or to stop the game from drawing them? That way you can still have the geometry (because the geometry remains) without the player being able to see the Rivendell bridges.
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
#87
Posted 02 May 2014 - 06:04 AM
As detailed as that is... I have to say, those bridges don't really go together. Also, unlike the visually intelligent construction of your previous maps, this looks unmistakenly kitbashed.
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#88
Posted 02 May 2014 - 06:19 AM
There are also the light brown arched walls from the Grey Havens, snow covered towers from Fornost, two towers of Amon Sul. The bridges are from the main gate of Minas Tirith.
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
#89
Posted 04 May 2014 - 06:31 AM
There are also the light brown arched walls from the Grey Havens, snow covered towers from Fornost, two towers of Amon Sul. The bridges are from the main gate of Minas Tirith.
to which you refer? ........ snow covered towers from Fornost?, two towers of Amon Sul? what is your point?????
#90
Posted 04 May 2014 - 07:05 AM
I've seen what you've done with the retextured Mithlond buildings. It would make the Fornost tower and the Amon Sul tower much less recognisable if you didn't use them or did the same thing as the Mithlond buildings. It takes away from the map if one can recognise structures that shouldn't be there.
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
#92
Posted 04 May 2014 - 04:34 PM
Basically, Matt is saying that you should either remove the Amon Sul/Fornost buildings, or retexture them, so that they are less recognisable.
I've seen what you've done with the retextured Mithlond buildings. It would make the Fornost tower and the Amon Sul tower much less recognisable if you didn't use them or did the same thing as the Mithlond buildings. It takes away from the map if one can recognise structures that shouldn't be there.
No, it would not be feasible, moreover, Osgiliath was founded around 3320 S.E, like Fornost, amon sul, Arnor and Ithil among others. Osgiliath must have a type of architecture between Arnor and Gondor. So are buildings that are in both maps.
would have to change textures of a map to another, it would be best to create new buildings, but do not have time, I can only work with what there is in BFME
.
#93
Posted 04 May 2014 - 05:44 PM
Umbar Port
#94
Posted 04 May 2014 - 08:43 PM
Im really diggin the umbar port, its a bit messy like many have said before me. I think it works well, however you need to clean up the alignment of your objects and buildings/walls. It really is pulling the map down. I hope you dont mind, Im taking inspiration from your umbar map for my own.
BTW I like your Osgiliath, I see you took my ruins map and made it brand new looking - which is a tough endevour by its self. I have since updated the original Osgiliath map with rounded ruined walls though.
#95
Posted 04 May 2014 - 09:50 PM
Im really diggin the umbar port, its a bit messy like many have said before me. I think it works well, however you need to clean up the alignment of your objects and buildings/walls. It really is pulling the map down. I hope you dont mind, Im taking inspiration from your umbar map for my own.
BTW I like your Osgiliath, I see you took my ruins map and made it brand new looking - which is a tough endevour by its self. I have since updated the original Osgiliath map with rounded ruined walls though.
#96
Posted 01 June 2014 - 09:09 PM
Edited by Dark Lord, 01 June 2014 - 09:23 PM.
#97
Posted 01 June 2014 - 11:26 PM
Those cliffs look stretched and ugly try playing around with the Cliff texture tool with a bit of luck a practice you can get some good results with it.
Break dancing into the hearts of millions
#98
Posted 02 June 2014 - 10:48 AM
hehe nice maps (y) but i dont like textures , try to use different styles and it will be good
btw.. i saw your baraddur map .. not what i expected but as u said it's not finished
here is my barad-dur map:
btw: NJM and MTL i use some little ideas from your maps
#100
Posted 02 June 2014 - 12:40 PM
hmmm u right!, sorry i'm new on this 4room
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