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#121 Dark Lord

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Posted 12 July 2014 - 11:05 PM

Rhudaur

 

HighFellsRhudaur1.jpg

 

Rhudaur.jpg

 

Mirkwood kingdom

 

 

 

mk6.jpg

 

mk5.jpg

 

 

 

mk16.jpg

 

mk8.jpg

 

mk7.jpg

 

mk9.jpg

 

mk10.jpg

 

mk13.jpg

 

mk14.jpg

 

mk1.jpg

mk11.jpg

 

mk4.jpg

 

mk3.jpg



#122 Dark Lord

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Posted 12 July 2014 - 11:14 PM

Dol Guldur

 

Dol guldur continues, raising

 

 

DolGuldur5.jpg

 

 

dg4.jpg

 

dg3.jpg

 

dg5.jpg

 

dg6.jpg

 

dg1.jpg

 

dg7.jpg

 

dg8.jpg

 

dg15.jpg

 

dg9.jpg

 

dg10.jpg

 

dg11.jpg

 

dg13.jpg

 

dg14.jpg


Edited by Dark Lord, 12 July 2014 - 11:16 PM.


#123 njm1983

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Posted 17 July 2014 - 03:24 AM

Top notch stuff. How playable are these maps? Will they be functional skirmish maps or eye candy?

#124 Dark Lord

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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

 

in Dol Guldur, half fortress, is a labyrinth illusion has the same system of old map in the back is where you will create the camp. 
forest and the besiegers

 

dulg1.1.jpg

 

 

 

In Rhudaur, mountains are lateral, if you want as a player play  skirmish or explore the mountain tomb.

 

 

rdar1.jpg

rdar2.jpg

 

All maps are designed to play or explore



#125 Dark Lord

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Posted 16 August 2014 - 04:59 PM

Rivendell

the imladris valley

 

rve1.jpg

rve2.jpg

rve3.jpg

rve4.jpgrve5.jpg


Edited by Dark Lord, 16 August 2014 - 05:00 PM.


#126 GhostOfDurin

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Posted 16 August 2014 - 08:36 PM

could you post some more ingame shots of some of the maps if you get a chance?



#127 Nazgûl

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Posted 27 August 2014 - 03:48 PM

Amazing scenery...  :w00t:


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#128 -SilverBane-

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Posted 30 August 2014 - 06:32 AM

Yes those maps look awesome!

2qm3dd5.jpg


#129 Lanoxy

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Posted 19 September 2014 - 03:56 PM

Hey, these cards can also play somewhere? :mellowthumbsup:



#130 NetoD20

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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?



#131 ThorinOakenshield2

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Posted 09 January 2015 - 05:41 PM

Have you finished these maps becase they are really awesome and if you have, can you post a link to them?

#132 Tacalmo

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Posted 09 January 2015 - 10:20 PM

AWESOME!!!! I'm a mapper to, but... HOW DO YOU MAKE A CAVE YOU CAN GO INSIDE????? I keep having to build mountains around instead of on top....
Still round that corner may await, A new road or a secret gate.-J.R.R Tolkien

#133 Dark Lord

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Posted 11 January 2015 - 08:09 PM

good morning
 
Greetings all, well, first, I could not, finish as many maps, or continue with other things. for personal reasons and work, if I say, that I'll end time to take me
 
 
Examples
The Black Gates of Mordor
The texture change and Two strengths in every mountain, that protect the same black gates of Mordor were created
 
black1.jpg
 
black6.jpg
black5.jpg
black4.jpg
black3.jpg
black2.jpgblack9.jpgblack7.jpgblack8.jpgblack6.1.jpg
 
Cirith ungol
 
I also suffered changes
 
 
 
Cirth3.jpg
 
Cirth2.jpg
 
Cirth.jpg
 
Several maps, always modifies although at first I thought that was over.
 
Fornost
 
Fornost is more extensive change and as an imperial city
 
Fornost1.jpg
 
Fornost2.jpg
Fornost3.jpg
Fornost4.jpg
Fornost5.jpg
 
Rivendell
 
Rivendell Valley was finished, but I lack the entrance of the canyon where the dwarves and ganfalf out in the hobbit
 
 
Rivendell1.jpg
Rivendell2.jpg
Rivendell3.jpgRivendell4.jpg
 
But if they have to know they are far and not only that also change the campaigns BFME 2 and expancion, in order to make them more entertaining.
 
 
Examples
 
The Blue Mountain Campaign
blue.jpg
 
blue2.jpg
blue3.jpg
Ruins Fornost Siege
 
Fornost3ruins_camp.jpg
Fornost1ruins_camp.jpg
 
soon I will try to give news about the progress and outstanding work


#134 Irenë Hawnetyne

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Posted 11 January 2015 - 08:47 PM

I only just saw the stuff from august... holy mother... 


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#135 njm1983

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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.



#136 Tacalmo

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Posted 11 January 2015 - 11:51 PM

I... Can not call my self a mapper anymore....
Still round that corner may await, A new road or a secret gate.-J.R.R Tolkien

#137 Jovem.Neto

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Posted 13 January 2015 - 02:11 AM

Amazing.


Edited by Jovem.Neto, 13 January 2015 - 02:30 AM.


#138 NetoD20

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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 ^__^



#139 GhostOfDurin

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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?



#140 ThorinOakenshield2

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Posted 14 January 2015 - 06:28 AM

I like this version of Fornost without round walls. As for the other maps I like Rhudaur, Dol Guldur and Erebor the most.




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