Rhudaur
Mirkwood kingdom
Posted 12 July 2014 - 11:05 PM
Rhudaur
Mirkwood kingdom
Posted 12 July 2014 - 11:14 PM
Dol Guldur
Dol guldur continues, raising
Edited by Dark Lord, 12 July 2014 - 11:16 PM.
Posted 17 July 2014 - 03:24 AM
Posted 16 August 2014 - 04:52 PM
Top notch stuff. How playable are these maps? Will they be functional skirmish maps or eye candy?
All maps are designed with that question, however if there are specified and siege maps and other maps to explore.
and also depends on the player creativity
All maps are designed to play or explore
Posted 16 August 2014 - 04:59 PM
Rivendell
the imladris valley
Edited by Dark Lord, 16 August 2014 - 05:00 PM.
Posted 16 August 2014 - 08:36 PM
could you post some more ingame shots of some of the maps if you get a chance?
Posted 27 August 2014 - 03:48 PM
Amazing scenery...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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Posted 19 September 2014 - 03:56 PM
Hey, these cards can also play somewhere?
Posted 21 December 2014 - 11:47 PM
Awesome stuff!
So, I have downloaded some of these great maps of yours in this link: http://www.moddb.com...-ii/addons/maps
But where do I get the others (Rhudaur, Rivendell etc.)? Have you released them yet?
Also, from the maps that I already have, Minas Tirith and Helm's Deep won't appear on Skirmish, what do I do?
Posted 09 January 2015 - 05:41 PM
Posted 09 January 2015 - 10:20 PM
Posted 11 January 2015 - 08:09 PM
Posted 11 January 2015 - 08:47 PM
I only just saw the stuff from august... holy mother...
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
Posted 11 January 2015 - 09:12 PM
Rivendell impresses me the most, that and rhudaur. They have the cleanest and most complete look about them.
While I like Fornost, I never liked EA's design. its neat but feels wrong and very alien to the designs we see in gondor, or as esablished architectural themes coming out of numenor. I firmly believe we would see rounded walls in the design, that and Fornost was a fortress first and capitol city later. Looking at all the designs, Minas Trith, Isengard, Minas morgul, Helms Deep: they all have rounded or curved walls. Fornost is a big rectangle. which is contrary to all the designed fortresses of numenorian decent. Places like cirith ungol and the black gate were built after the war of the last alliance and are different as a result.
Many of the best drawn fan designs share rounded or curved walls, look at pelargir, and Umbar and even ruins of osgiliath.
Posted 11 January 2015 - 11:51 PM
Posted 13 January 2015 - 02:11 AM
Amazing.
Edited by Jovem.Neto, 13 January 2015 - 02:30 AM.
Posted 13 January 2015 - 03:00 AM
As many people have said before me, these are all outstanding works.
1.I would ask you to put as many player slots in these maps as possible.
4 at a minimum, if possible. That is because is hard to find people to play with, and the Brutal armies aren't as challenging besieging fortresses as I'd wish. So I personally believe that fortresses in RotWK game should play against as many armies as possible for the experience to be real fun.
2.Also, I've seen in previous pages of these topics that you make these maps for heavy mods like Edain and RJ. And I have learned that Edain 4.0 mod demo version is
to be released in the first quarter of 2015, and it will now use a build plot and fortified camp system analogous to that of the Battle for Middle-Earth I style of play. So the problem is, would it be possible to adapt your maps (or any other map, for that matter) to Edain 4? If so, would you be willing to make this adaptation? Of course, it would be completely understandable if you wouldn't, after all you are already going through all the work of finishing these wonderful maps. I don't understand anything of map-making as of now, and I also to do not intent on becoming a map maker, but I would be glad to only adapt maps to Edain 4.0 if that would be a possible task.
3.In previous pages of this post I saw your pictures of the amazing map of Erebor, so is it possible to effectively put and use archers and catapults atop gate's balconies against invaders? I ask this because I've seen a map of Erebor trying to mimic the film's fortress-city (not as amazing as yours), and when I tried to put catapults atop the gate the projectiles fired couldn't hit the enemy outside, they just rebounded, damaging the own catapult and the my archers. That happened because, apparently, the balconies created weren't large enough to let the projectiles pass. So are the balconies atop the gate spacious enough in your Erebor map?
Thank you very much for all your efforts in this project, you do a really amazing work, my friend ^__^
Posted 13 January 2015 - 04:17 AM
Rivendell and Dol Guldur impress me the most. Whie, like njm said, that your Fornost is good, I don't like the EA interpretation. The terrain looks too flat and the city looks too bland in shape.Maybe try some round parts and more terrain variation?
Posted 14 January 2015 - 06:28 AM
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