View Full Version : Mythic Total War recruiting
Lion King
12-17-2002, 04:23
Hello everyone, I am quite new in the MTW society, but in my first days of play, I realized how easy this game is to mod, and decided creating a mod myself, as I always do with a game i like. But this isn’t your mom's mod, it is serious stuff, a total conversion, and when finish, it could well scale up to quite a few dozen MBs. All this work cant be done by myself, even if I worked 24/7, there are always the outside view and ideas other people can bring, besides, adding more staff can help modding in the areas i am not very good at, creating a very well crafted mod, which the whole community can enjoy.
Currently, i need Beta testers and a web master/designer for the first stage, then we need to find some GFX and maybe SFX crew to complement the team.
Ok, enough of intro. As you probably guessed by the name (if you have any better ideas for one, please speak up!http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif, this mod is based on a LOTR/D&D world, with many races such as elves, humans, orcs, Halflings, etc, each with its own alignment (good, neutral and evil). All aspects of the game will be changed in order to suit the theme (hence, a total conversion, so we can wage total war and have total fun http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif)
i am still discovering what can and cant be changed in the game(for example, campaign map provinces shapes and locations), but I have enough options to make a heck of a good mod.
Here is what i planned for it so far:
General modifications
-Religion will be substituted by alignment, so factions (races) can be good, neutral or evil
-The papacy will be replaced by the council, which will set quests.
-All army banners/shields/flags will be replaced by the new races’ symbols and emblems
-Good, neutral and evil forces will get different looking castles. Evil races will get dark, blood splattered castles while goodly factions will have that “oh its so nice” bastions
-IF possible, the campaign map will be changed. Instead of fighting for Europe, the different races will fight in a imaginary land, with much more exciting strategic possibilities.
-All new units will be present, each with its all-new set of stats and graphics
-Combat gameplay will be changed in order to provide a whole new depth of combat strategies, with never-seen-before weapons and magic wreaking havoc on the field
-Textures and skies will be changed in order to get proper evil looking landscapes such as wastelands
-Most of the in-game text will be changed in order to immerse the player in this world, leader names will be changed according to their races too
RACES - VERY VERY basic, its just a little sketch, its 2:30AM here. I will edit the post when possible to add more depth and detail and a sixth race, in order to have two of each alignment (an evil one i think.. suggestions?)
Elves
-The best archers in the game
-As their lands are rich in Mithril, their weapons can be extremely sharp, yet light and strong
-Their bodies are not very tough, and they don’t have much of a chance toe-to-toe against most of the other races, they are specialised in hit-and-run tactics, luring the enemy into their extremely deadly archers
Dwarves
-Their lands are very thick mountain ranges, with plenty of things to be mined.
-Very good armourers, they can upgrade their armour further than any of the other races
-Very tough bodies, they can last very long in a battle if they have a good armour
-Good and cheap, yet outdated siege machines
-Dwarves are born warriors and have a very good morale (besides, they are too slow to flee effectively)
- They love fights and may join the fray of battle even when told to stand off
-Dwarves are small and somewhat slow, especially when carrying heavy armour and tire quite fast
- They have almost no cavalry units. Ponies are scarce these days http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Humans
-They are the most advanced technologically, having the possibility of discovering gunpowder and building magnificent fortresses.
-They can train more types of agents than any other race
-They have a wide selection of cavalry
-Humans are not the bravest beings and they have low morale
-all-around in physical conditions
-greed and corruption are widespread among men, and their generals are not very loyal in some units
Orcs
-War-like mind, their lives are dedicated almost solely to combat and destruction
-Although ugly, orcs are strong and fit, they can run faster, and don’t tire as much as the other races and their blows can be devastating
-They can field great armies quite fast, but the price to pay is low training level
-They are the least developed technologically, producing low quality weapons and armour, their siege engines are not very reliable and have good chances of breaking/exploding in combat
Halflings
-Very specialized units
-Adept magic users, it’s their main strength in battle
-They are very small (1-2 feet tall) and wear light armour in most cases, most of their protection is magical, on the other hand, they are very quick in the battlefield
-They are very good at managing provinces and trading, generating extra money.
ok, just a little update on a few units:
UNITS:
Elves:
-Elven Archer:
Elves are renowned for their marksmanship and Mithril arrow heads. Those archers are trained since childhood and can be extremely effective in the field. Their light arrows can travel great distances and are very accurate, while still having some armour-piecing capabilities. They are also skilled melee fighters but they traded armour for speed.
-Ballista:
although not hugely effective against walls as the human cannons and Dwarven siege machines, the Elven Ballista is very accurate and when correctly used can impale a whole column of enemy troops with ease.
Dwarves:
Dwarven Catapult:
Those catapults are the best in the whole land, they have a great range and can hurl different kinds of ammo at enemy strongholds and troops, with equal efficiency
Humans:
-Knight:
Knights are the nobility of the human realms, armed and outfitted with the best quality weapons and armour they ride their war steeds with pride. Those units can be devastating when charging, even though they are slow compared to their lighter armoured counterparts.
-Archer:
Archers are the bread-and-butter ranged units for the humans, they are not as good as the elves but they can still be effective when used correctly. They have shields and swords in case they run out of ammo.
-Bombardier:
The latest development in the gumpower department. Those bad boy can shoot bombs fairly long distances, causing grievous casualties to the enemy and any of your units foolish enough to stand nearby and causing great fear. Those guy carry a cubersome launcher, which makes them very slow, and their grenades are quite big, leaving them little space for ammunition
Orcs:
-Trolls:
Those beasts lumber in the battlefield, and cause fear on all but the bravest warriors, most of those at half the size of a troll. They can be very effective against cavalry or they can.carry humongous stones and hurl them at enemy walls and troops from quite far away. On the other hand they present huge targets that even the worst archer would hit easily.
Halflings:
-Battle Assassins:
Armed with magical crossbows and equipped with an invisibility robe, those little experts can pick off targets from very far away, remaining invisible in a hill with a clear line of fire. When a juicy target appears in their sights, such as the enemy General, they will shoot a bolt which can pierce trough the heaviest armour and even trough thin for walls with pinpoint accuracy. The downside is the unit is very small and susceptible to attacks once their position is discovered.
this is very basic and i will update this post when i gather more planning but feel free to add any ideas/comments.
can you:
-create websites and find a decent ad-free host with a forum?
-draw good looking stuff related to the mod?
-create good looking infantry from scratch complete with animations?
-spare lots of free time to beta test and send loads of feedback?
if the answer for any of these is "yes" and/or you are interested in joining the staff, then please e-mail me at leon@yell.clara.co.uk
Thanks in advance,
Lion King
shand994
12-17-2002, 07:07
sounds interesting, would like to help out, although not that good at editing or anything, but would be interested to do testing and giving feedback on work thats been done,
Knight_Yellow
12-17-2002, 13:26
its being done alrdy its called fanasy total war and have almost the exact same ideas as u. not to mention it took CA yrs to make mtw and u think ull have a complete conversion before tw3 cums out???
i hope u do it i realy do but i doubt wehter or not u can.
cart6566
12-17-2002, 16:17
How about goblins for the final evil race?
Anyway, I like the idea. Let me know if I can be of help.
Lion King
12-17-2002, 16:22
Quote[/b] (Knight_Yellow @ Dec. 17 2002,06:26)]its being done alrdy its called fanasy total war and have almost the exact same ideas as u. not to mention it took CA yrs to make mtw and u think ull have a complete conversion before tw3 cums out???
i hope u do it i realy do but i doubt wehter or not u can.
Well, if you think i am going to sit around and wait until the mod is completely finished to release it as a single version, you are very mistaken, the mod will be released pretty quickly with limited features, and the subsequent versions will add more detail and depth, besides, just because MTW is out doesnt mean that no one else at all plays STW, furthermore, even if you are right, which is very unlikely, we still get the fun of making a mod.
Its the second time you express negative opinion about my mod without even seeing it. Iknow there is a fantasy mod, you told me that before in the Entrance Hall, remember?
Now if you dont want to help, please dont be a burden...
shand994, its great you showed some interest, you can already start helping by giving feedback on the units i will start posting shortly this week
Lion King
12-17-2002, 16:47
Quote[/b] (cart6566 @ Dec. 17 2002,09:17)]How about goblins for the final evil race?
Anyway, I like the idea. Let me know if I can be of help.
hmm good idea
can you help me think of some units for them?
Lion King
12-18-2002, 17:18
I just created the first version, 0.01 Alpha, with a few units... can anyone point me out how to upload files here?
please dont get me wrong, my mod will feature MUCH more than that, but i need to see how to upload stuff and receive feedback on unit balance.
Features:
-new units: elven archers, elven battle archers, trolls(rock thrower version), bombardiers and battle assassins
the graphics wont be released yet until i figure out how to stop my modified units from looking so blue (i think its photoshop messing my pallete).
kyodai-britishbeef
12-19-2002, 22:57
i like your ideas m8 , i want to help u if i can ...
check out my work at www.geocities.com/kyodaijonesy
i am pretty good at modding stuff i just need a point in the right direction sometimes http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
kyodai-britishbeef
12-19-2002, 22:58
oops , meant to bring up some more units:
chaos warriors
dark elves
skaven
could be good to use http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
Lion King
12-20-2002, 01:04
Quote[/b] (kyodai-britishbeef @ Dec. 19 2002,15:57)]i like your ideas m8 , i want to help u if i can ...
check out my work at www.geocities.com/kyodaijonesy
i am pretty good at modding stuff i just need a point in the right direction sometimes http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
i liked your website, the battle descriptions are nice and the maps are quite decent...
your mapping skills can prove to be very useful indeed, as many many maps will need redoing (castle maps) for the mod.
can you do castles??
if you can, make me a big fortress, i mean BIG with water all around it and many layers of ring walls, try making each a bit different (for example, use different tower types).
make it like that:
core- central keep
innermost layer of walls- gun + siege cannon towers
inner layer of walls- gun + demi-culverins
middle layer- gun + bombards
outer layer- arrow + catapults
outmost layer- arrow + ballista
make sure that the whole thing is on a hill, so each layer is higher than the last one. put each gatehouse on the opposite side in every new layer, so the enemy has to circle the whole fortress to get inside the next layer.
dont put way too many towers or it will be impossible to assault it, its gotta be ALMOST impossible though. remember to add a few houses, shacks, maybe even a garden..
if you can make a fairly reasonable job of that, consider yourself on the team
btw if you can do more than maping, tell me
Lion King
12-20-2002, 19:54
little update on the mod development:
-factions/races are now properly set
-alignment system is done
-a few names for generals and kings are done. A nice treat is if your king/general has the name of a famous character in the fantasy worlds you get special V&Vs and stats
-tech tree changes starting to appear
New units such as:
-Orc Warmonger ( elite shock troops. you dont want those guys chargin on you they have amrour piercing axes)
-Dwarven militia, armed with axes (low defense and armour but v. good charge)
-Dwarven medium infantry (shields and axes)
-elven horse archer (elven archer on a horse)
-halfling peasants
-Roman-style warriors for orcs (the ones with pilum and gladius, with a big shield. can be very dangerous when correctly used)
-human cavalry (from light to heavy and everytinhg in-between)
jeffreyLebowski
12-20-2002, 22:12
your ideas sound great, but I can't help but think it would be much more fun, and receive more support if you went the straight LOTR route. you could do historical battles (helm's deep, last alliance, pelennor, etc.) you wouldn't have to come up with any crazy ideas for a map...you could use middle earth. it'd be awesome. i guess with ttt being out, i'm just in the mood to reenact that awesome siege at helm's deep. hehehe.
jeffreyLebowski
12-21-2002, 02:11
btw, i'm about to attempt mapping out a basic helm's deep level based on the movie. do you happen to know any resources concerning modifying the unit images? i'd like to simply replace some existing pikemen with uruk-hai pikemen, just to see what it looks like. of course, the whole deal will be somewhat lackluster, because i can't place the elvish archers on the wall, but it should look cool nonetheless.
Lion King
12-21-2002, 02:38
well, i watched ttt a few minutes ago, and yep, i want a helm's deep battle too. Very good movie that
i gotta think about going fully LOTR, many units and things are done already and much work would be wasted. there are many other technical issues as well. i will add loads of LOTR stuff and make a few changes in existing units though.
But if you really want those battles, nothing is stopping you from having them, the mod will feature all units/features you currently see in the movie and much more.
you can sack off the massive fortress, i am doing it myself already, concentrate on helms deep
you can start work as soon as you want, dont worry about the look, i can change the textures. concentrate on the shape of the terrain. be wary that there are a few problems you will have to overcome to make it look and play realistically (no ppl allowed on walls, no ladders, no ballistas shooting ropes, no battering rams, no caves, etc...)
dont worry folks, the mod will have all the LOTR you want and some more.
a few more features that i didnt mention:
-hero units
-guys that blow up walls like in the movie
-night time battles (i am still testing, with some positive results. If i could only get the lighting of units properly...)
-maybe a middle earth campaign map????
jeffreyLebowski
12-21-2002, 02:51
hey, im getting a little work done, but i was wondering about night battles. is there any way to assign this on a per map basis, or in a historical battle? helm's deep during the day without rain just wouldnt be right.
btw, do you have aim?
Lion King
12-21-2002, 03:26
ok, i will explain the magic http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
i cant add new stuff easily, that's why it is a MODification, not an expansion, i have to lose some things to get new (and hopefully better) things out of it.
i will take out the desert climate and make it the terrain for evil castles and provinces (they have different castle textures, thats why deserts). then, based on public opinion, i might change either temperate or arid to desert again in order to have deserts if you prefer.
for the night ones, i will probably have to remove winter battles.
i know it sounds confusing, but dont worry, i will explain later as soon as i finish my experiments. if what i want to happen happens, we will only lose one of the two deserts(sandy or rocky, whichever you prefer) and one of the green ones (lush or temperate) and have a slightly different looking winter set while still having a fully-workable evil and night sets. tell me what you people think about it...
oh, btw if this magical "thing" happens, i will also add provinces with permafrost, you will always fight on snow if you go there...
stay tuned for updates folks
Lion King
12-21-2002, 03:52
well, it appears my little magic thing didnt happen http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
for night and evil sets, a few sets will have to be kicked out. the good side is it can be any set, not only desert or winter, and one desert can be kept if the other is removed...
i will post a poll so everyone can vote on their favourites so i can kick out the least popular ones to put night and evil...
i am not completely sure, its 2AM here and i am reeely tired, gimme a break, afterall i've been only modding for 4 days, all by myself
poor me, after the poll, i am off to bed http://www.totalwar.org/forum/non-cgi/emoticons/redface.gif http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif
Lion King
12-21-2002, 03:56
DAMN cant post polls.. i just hate elitism http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
ok, i am off to bed, vote here people please, tomorrow i will probably post some night screenshots
jeffreyLebowski
12-21-2002, 04:18
ive got the basic layout of helm's deep finished. it looks pretty cool even in this unfinished state. although, i can't figure out how to control where the armies start...it places the attacking army inside helm's deep...where it immediatly gets butchered by the castle defenses. i'm not sure if i u/l'ed it correctly or whatnot, so give me your email, and i can email it to you as well. later.
Lion King
12-21-2002, 15:19
leon@yell.clara.co.uk
i've got some ideas that might help you... just e-mail me
btw, what is u/l'ed?
Wellington
12-21-2002, 15:20
Have you guys established how you are going to create New Units for this "mod"? Are you going to use the existing MTW units (and use a LOT of imagination)? Are you going to draw new unit images? Are you going to use images from a 3rd party source? Do you understand what is required to create new units for an "xxx: Total War" type mod? And, er ...
... has anyone really given this any thought?
If you require Fantasy type images for your units I can point you in the right direction; using the Baldurs Gate series images works fine - correct size, enough details/resolution, correct camera-angles, lots of MTW compatable actions etc. Also such an approach circumvents many of the immense problems you'd encounter in weapon/shield positioning for such new units (most weapons in BG imagaes are drawn on the images).
So, there is a solution. However, you should really be aware of how much work would be involved before you even consider this.
Lion King
12-21-2002, 22:35
thanks for the tip wellington, but i havent got baldurs gate.
i am going to edit the existing units, mostly colouring or filters, using loads of magic wand tools and some other techniques not-that-easy to explain.
its not really that hard, as humans, orcs, halflings and elves only need minor changes/filters and scaling. the biggest deal really is the dwarves, i will need to resize every frame of the units i want to use and some more (afteral, they are stocky and cant be simply resized like halflings)
i got prettry positive results so far. The only probelm is that units look blueishm but i am sure its just PS messing my pallete, i am looking for a way to fix that..
quick question, how can i make impassable areas in the map editor? i am trying something extremely freaky for helms deep and i need those areas to test it.
Wellington
12-22-2002, 01:11
Lion King,
Ok. If you've found a good way of providing new images for your mod then so be it (there are many ways to skin a cat!http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif.
With regard to BG images, it does'nt really matter if you have the game or not - I can upload or E-mail images from other games (Barocca approved the principle of providing images from other games for upload from The Org in a previous thread). Your original post mentioned D&D (Dungeons and Dragons) but subsequent posts appear to be only concerned with "humonoid factions" - no monsters Anyway, it does'nt really matter.
Your ideas in terms of resizing/rescaling current MTW figure images are valid in terms of the actual figure images (ie: if you rescale all frames in a BIF to be 50% height you will have images that look like dwarfs - perspective wise) but by doing this you then create a host of insurmountable problems in terms of the weapons/shields that such images carry. Your dwarfs may look like dwarfs but the objects associated with these new images (shields/weapons) will still remain in the positions relative to the original image. In other words your dwarfs will have shields and weapons 'floating above their heads'
If you run into problems let me know - I'm not saying I can solve such problems but I do think I can contribute to your mod in terms of what is a yes-yes and what is a no-no in terms of "New units" That's not an offer of participation - just an offer of assistance in creating New Units for your mod.
Good luck,
Welly
jeffreyLebowski
12-22-2002, 05:42
lion, i emailed you the beginnings of my helm's deep map. let me know if you see what's wrong. now the attackers spawn in the correct spot, but the defenders find themselves starting outside of helm's deep. sorta weird.
Lion King
12-22-2002, 16:52
Quote[/b] (Wellington @ Dec. 21 2002,18:11)]Lion King,
Ok. If you've found a good way of providing new images for your mod then so be it (there are many ways to skin a cat!http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif.
With regard to BG images, it does'nt really matter if you have the game or not - I can upload or E-mail images from other games (Barocca approved the principle of providing images from other games for upload from The Org in a previous thread). Your original post mentioned D&D (Dungeons and Dragons) but subsequent posts appear to be only concerned with "humonoid factions" - no monsters Anyway, it does'nt really matter.
Your ideas in terms of resizing/rescaling current MTW figure images are valid in terms of the actual figure images (ie: if you rescale all frames in a BIF to be 50% height you will have images that look like dwarfs - perspective wise) but by doing this you then create a host of insurmountable problems in terms of the weapons/shields that such images carry. Your dwarfs may look like dwarfs but the objects associated with these new images (shields/weapons) will still remain in the positions relative to the original image. In other words your dwarfs will have shields and weapons 'floating above their heads'
If you run into problems let me know - I'm not saying I can solve such problems but I do think I can contribute to your mod in terms of what is a yes-yes and what is a no-no in terms of "New units" That's not an offer of participation - just an offer of assistance in creating New Units for your mod.
Good luck,
Welly
thanks for you support, Welly, as i said, dwarves are going to be a big deal, and will probably be the last race to be modded. now that you mentioned, i think i will use some Baldur's gate's images fo those dwarves.
monsters will be available, but not as playable factions (players will use them in custom battles a la kerns/gallowglasses), but you need their province. of course, its not very easy creating non-humanoid monsters and i dont really enjoy copying and pasting them from another game (thats why i am looking for staff http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif ) but i gotta thank you, i will most probably make use of your baldur's gate stuff when i am finished with the core of the mod
oh, and jeffrey, i dont have AIM, sorry.. checking your e-mail in a few minutes, i will most probably send you some tips as well i discovered yesterday
trader/warrior
12-22-2002, 19:22
i have made a helms deep map it works pretty well. i will email it to lion king now. OK? http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
jeffreyLebowski
12-22-2002, 20:52
i wouldn't mind checking out your map as well. send it my way if you get a chance.
bsgray2002@hotmail.com
Lion King
12-22-2002, 23:00
trader/warrior, your helm's deep map is the best looking one i've seen, even if it is different from the one in the movie, but it also has a few problems:
-the gates dont work
-the nemy wont storm the gates if no siege is available
-the artillery towers ar a bit out of context and they blow their own fortress to bits
-you can invade the fortress by simply going up the hills
trader/warrior
12-23-2002, 12:13
i have noticed those problems myself and i will try to fix it today
NagatsukaShumi
12-23-2002, 12:15
Make the hills at the sides and rear of the fortress cliff textures which stops units been able to climb up them.
There's a quick tip for anyone else who doesn't want people climbing the hills, and to my knowledge Helm's Depp is surrounded by cliffs is it not?
trader/warrior
12-23-2002, 12:18
i think my map is best for MP because i dont think the computer will ever fully understand it. but i`ll try
gabrielvilleda
12-23-2002, 22:35
Count me in. I want to design a website. Also for goblins how about Goblin Sappers? Suicidal little goblins with explosives on them. An altenative to seiging castle walls
Lion King
12-23-2002, 22:53
Want to make a website? Great
i am seinding you an e-mail now
Goblin Sappers: its a good idea, but the AI wont know how to use them and i will have to remove some other units out of the game, i am trying to find a way to make it possible. For now, we will have to stick with trolls
Lion King, I think it would be better if you stayed clear of the straight LOTR route and the LOTR map - it would waste a lot of work...
now I really didn't want to do this - and I am sorry to the other guys working on the mod, but just because its easier than beating around the bush...
http://www.rarakan.co.uk/00000002.jpg
I promise - no more screenshots, there is a lot more work to be done on this map.
trader/warrior
12-24-2002, 11:59
looks good so far http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif
NagatsukaShumi
12-24-2002, 14:49
Looks nice, just proves what can be done.
Lion King
12-25-2002, 00:38
Whitey, i though you were gone Amazing work, although i didnt understand what you posted, are still in or are you making a mod yourself or what? english is not my native language even though i live in UK...
whatever you decide, looks great
I hope we won´t see Riders of Rohan, riding unarmoured Horses, smash through a tight line of Uruk Hai Pikemen.
Helmsdeep was great ... besides the end of the Battle ... totaly Hollywoodstyle blowup ... like watching Matrix, ffs.
Some thoughts for your MoD.
Make one good and one evil Faction for each race, so everybody can play his choosen favorite.
Races :
Drow : Dark Elves living in the Underground. (AD&D - Forgotten Realms ). Drow are the greatest evil Race I have eer seen so far. Unit: Lizard Riders, Giant Spider Riders
Duerga : Dark Dwarves ... almost like Drow ... but not so kewl. Units: Berserkers
Easterlings/Cosairs of Umbra/Drachor Imperium : Meaning Dark (evil) Man ... Man like Humans ... one or more evil Human Factions. Unit: Mumak (Olliphant) ( what a beast http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif )
Also Wizards would be kewl ... perhaps you could Mod the Napha Throwers to throw fireballs instead http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif .
Anyway ... I play Fantasy RPG´s for (all my life) quite some time now ... if you want some "design" help ... mail me : shezadin@web.de
Jaret
jeffreyLebowski
12-25-2002, 05:56
whitey, that screenshot looks amazing. please tell me you're continuing to make a middle earth map... *hopes* hehehe.
PanthaPower
12-25-2002, 09:28
Quote[/b] (jeffreyLebowski @ Dec. 24 2002,22:56)]whitey, that screenshot looks amazing. please tell me you're continuing to make a middle earth map... *hopes* hehehe.
Yes, work on that map is in full progress but as Whitey said, there's still a lot to do so don't expect it next week.
jeffreyLebowski
12-25-2002, 10:13
oh, i'm not. i was just wondering whether he intended to release it at some point.
its not just me, others are involved, such as panthapower http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
jeffreyLebowski
12-25-2002, 17:15
well, correction then:
whitey, panthapowa, et all: that screenshot's bad ass, keep up the good work. hehehe.
Yay Nice I've been looking for a Middle Earth mod for MTW for quite some time now. Glad to see that one is in the making. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
BTW, There was one thing.. I got the impression that you were going to make a separate goblin race? Well.. I think that in Tolkiens world goblins are in fact another name for orcs.. Those small orcs mind you, not the big uruk-hai.
Aaanyway, I'm no programmer or 3d artist but if you need someone to test the mod I'm available. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
PanthaPower
12-25-2002, 23:16
Quote[/b] (GeWee @ Dec. 25 2002,12:38)]Yay Nice I've been looking for a Middle Earth mod for MTW for quite some time now. Glad to see that one is in the making. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
BTW, There was one thing.. I got the impression that you were going to make a separate goblin race? Well.. I think that in Tolkiens world goblins are in fact another name for orcs.. Those small orcs mind you, not the big uruk-hai.
Aaanyway, I'm no programmer or 3d artist but if you need someone to test the mod I'm available. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
No, the separate goblin race that you read about is mentioned by someone for the Lion King LOTR mod. Our LOTR Mod (from the screenshot) will try to stay as close as possible to the tolkien work. But more details will come when it will be released.
Sounds great Ehm.. You don't happen to have a website or something with the status of the project etc? http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif
Lion King
12-26-2002, 03:39
we will have one as soon as the first version is released (it will be very simple, but new versions will have improvements based on feedback)
added the uruk-hai pikemen (a bit more offensive than standard pikemen) and orcish bersekers (elite infatry, they cut enemy like butter with their battle axes. you dont want those guys charging at you downhill!http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif today, i would add elven horse archers, dwarven warriors and all, but hey, i am busy...
Emp. Conralius
12-26-2002, 19:09
I have to tell you guys, I've been looking for a LOTR mod for some time now. And I think thus fr, you guys are putting together a keeper. I would ike to help. I have all of Tolkein's volumes of LOTR and could give you feedback on the mod being 100% true to the literacture, also I have plenty of time and could give you feedback on the mod once finished. I can provide names for units or names for unit leaders...the appendices in the back of these books are amazing
btw, Goblins and orcs are the same thing. The only eal difference between orcs is the "normal" orcs and the fighting Uruk-Hai....
I have already sent you an e-mail Lion King, I'm BBenham169@aol.com
Hehe Emp. Conralius, you said almost exactly the same thing as I did. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
To the modmakers:
The Encyclopedia of Arda (http://www.glyphweb.com/arda) has really good info about Middle Earth, the different races, maps etc so it might be worth a look.
Emp. Conralius
12-26-2002, 21:22
Well excuse me... http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
I took a look at the site, man it's great everything you need to make the mod a great one
trader/warrior
12-26-2002, 22:47
um, lion king could you mail me my helms deep map? i kinda deleted it. and i know how to make it work better now.
jonas123go@hotmail.com http://www.totalwar.org/forum/non-cgi/emoticons/dizzy.gif
NagatsukaShumi
12-27-2002, 18:49
lol "I kinda deleted it" http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif
http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif Nag http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif
Lion King
12-28-2002, 01:53
ok, no probs.. sent http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
trader/warrior
12-31-2002, 12:46
the helms deep map works better now but the computer still doesent fully understand it. i think i have to make the wall go around all of it so that the computer understands it better.
vBulletin® v3.7.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.