>>NEED A NEW LEADER<<(LotR: Helms Deep Map/Mod)
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n0bs
Haha I know what u meen. But first of all I don't know ANYONE who owns that game on PC, secondly it's not as authentic. I feel theres more satisfaction in actually creating these models. Yes it's a bit hectic especially if ur a nub at XSI like me, but I learn new stuff along the way and modeling was something i kind of wanted to get into also...so ya knowAdreniline wrote:Looks like this project is rolling. Anyhow... about the models....has anyone thought about trying to extract the model/mesh files from say...LOTR Return of the King? (for PC....duh!)
Just a thought, but if it works, it saves you a LOAD of trouble.
Oh yes and about that big tower (posted on the fourth page) I am putting the tower n there...perhaps some auto turrets to help out the poor little defenders?
And also looks like this map is gonna take place in the GCW era...but i still haven't decided who will be attacking and who will be defending...any thoughts?
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(-MOD-)_Stalin
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JabbaLovesLava
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yoyam
Hopefully by the time the beta version of the map rolls around we will have swordsmen and archers working. Someone, I cant remember who at the moment is working on new combos. I would love to get my hands on those if they work. But as to whether or not we have done anything special already for these guys, the answer is a resounding no. Right now our goals are getting the Walls, Siege Towers, and ram in game so Alpha can start mapping it.
And n0bs, I like your new work on the wall. looks alot better than the old one and I was thinking, it would be awesome to do the inner citedel as well.
And n0bs, I like your new work on the wall. looks alot better than the old one and I was thinking, it would be awesome to do the inner citedel as well.
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n0bs
Lol yoyam...i guess i amn0bs wrote:Oh yes and about that big tower (posted on the fourth page) I am putting the tower n there...perhaps some auto turrets to help out the poor little defenders?
But I have noooo idea how im gonna get the wall to be destroyed and have anims also...same with the door. You can help me with that? ( I want both to be destructable command posts...how do I do that???
Last edited by n0bs on Sun Aug 06, 2006 11:40 pm, edited 1 time in total.
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JabbaLovesLava
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i know how you can make the wall "destoy"
not with animations tho.
Just mkae a model of a wall, then texture is and export it. Then, make a model of a crumbled wall that is tha same size (heigh + lengt) not width) of the other wall, and export it. Then you give "health to the destroyable wall and when it gets destroyed it can change models. Ask Trans how he did is for details.
not with animations tho.
Just mkae a model of a wall, then texture is and export it. Then, make a model of a crumbled wall that is tha same size (heigh + lengt) not width) of the other wall, and export it. Then you give "health to the destroyable wall and when it gets destroyed it can change models. Ask Trans how he did is for details.
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n0bs
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JabbaLovesLava
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JabbaLovesLava
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Protector_Pulch
Nice idea.JabbaLovesLava wrote:I got a question (dont know if it's been answered or not) but will we see new weapons( swords, shields and crossbows)?
You could ask Vyse for Sword,Bow and Arrow Models, and converting a wookiee boltcaster into a crossbow is very simple.
I think BF II allows a better CloseCombat than all the other FPS games, because it has combos, different moves, blocking etc. But no modders
have yet chose to profit fully from this - so I'd say it's your turn:
either you could disable all firearms but bows and crossbows, so people choose to go into Close combat because bows and crossbow are difficult to use/slow-firing, or you could (if you keep the ordinary firearms) remove ammo droids and ammo packs drops and reduce the starting ammo, so people run out of ammo soon and have to rely on their Close Combat weapons.
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n0bs
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Protector_Pulch
*lol*n0bs wrote:lol thanks for the offer...it'd be really great if you could join the team. it's quite a big project tho(I think lol) especially if we are gonna include those custom swordsmen archers etc... but ya kno....i understand:P
I never offered to join the team - I just said how I'd do the map If I could mod.
nevertheless, thanks.
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n0bs
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yoyam
haha cool but I was thinking, do we really want more command posts? Seriously, in battle you arent going to respawn in the middle of field magically. If this map is going to capture the grandeur of the Helm's deep battle I say three cps MAX,(two would be best but I can see how some people would want the wall to be a cp). Helms Deep is two huge armies duking it out, humans defend the citadel, orcs fight their way to the top its that simple. If im sitting on the wall I want to see masses of orcs running at me from across the field, not spawning at the bottom of the wall. And if im on the attack, whats the point of watching my back if I can just respawn two feet from the citedel walls. Im really adament that Helms Deep not become like every other BF2 map out there, which is basically a shootemup doesnt-matter-if you die so yourunintoroomsofenemiesgunsblazinganddieandrespawnonlytodothesamethingoveragain slayer match. BF2 gameplay couldnt be more mind numbing, sure there is some challenge when you're trying to shoot people but why show restraint when you can get way more kills by being a kamakazie?n0bs wrote:Lol yoyam...i guess i amn0bs wrote:Oh yes and about that big tower (posted on the fourth page) I am putting the tower n there...perhaps some auto turrets to help out the poor little defenders?. Yes i also like the new wall better looks more...like a wall:D. Yea but I'm doing these models in parts.
But I have noooo idea how im gonna get the wall to be destroyed and have anims also...same with the door. You can help me with that? ( I want both to be destructable command posts...how do I do that???...
Its stupid and I really dont want to see it on this map, thats why I say 3 cps max but i no im not the only guy on this project so is that okay w/ you n0bs and alpha?
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n0bs
Hmmm i see exactly where ur getting at. But thats why the wall and the door are DESTRUCTABLE command posts. so on the main attack you will see unit x spawning at the door/wall. Once the wall/door are destroyed, unit x cannot spawn there anymore. But it's up to you tho u know? I wouldn't care as much if the door cp wasn't there, but i think the wall should be a destructable command post for sure. But like you said about the orcs fighting their way to the top, then shouldn't ALL the cp's (except for the keep) be destructable too?
...I believe it's time to do a map layout
...I believe it's time to do a map layout
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Hebes24
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