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Fredius War of the Ring Mission Maps

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Fredius:

--- Zitat von: DieWalküre am  8. Nov 2016, 00:27 ---You know, more competition helps spicing everything up a bit more, and competition itself eventually favours the consumers/customers only  xD

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Dammit Walk get your capitalistic propaganda out of my thread [uglybunti]!


--- Zitat von: DieWalküre am  8. Nov 2016, 00:27 ---Furthermore, in cases as this, Magic (the heart of the force sustaining the whole stronghold) is generally mainly gathered in one central place, which is often the citadel; I guess that the prison of Dol Guldur, eerie monument representing the sorrows of all who were bound in its gaols, would be the perfect source of the malice emanating from the fortress and permeating the relative buildings. I will probably come up with more specific indications in a later moment. But I nonetheless wanted to address the conceptual aspects I'm always fond of. Just to synthesise one of the principal objectives: the prison ought to be torn down in grand style  8-)
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While I do agree with you about focussing the most magic on the citadel, I don't want to add the prison as the main building. Reason for that is that I have something in mind for a small side quest that involves this building ;). Don't you think the vanilla Dol Guldur citadel will suffice? Perhaps I can kitbash a building myself by using different objects of Worldbuilder. I will surely involve the statue of Sauron as well, I just love that one from BFME2's version xD.

Walküre:

--- Zitat von: Fredius am  8. Nov 2016, 01:13 ---Dammit Walk get your capitalistic propaganda out of my thread [uglybunti]!

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It's just liberty, to improve monolithic campaign projects. No, I'm just teasing you a little. The matters involved are the Lady's last act of might in the Third Age, and what an act! You will thus have my full support, even if you decided to do away with the eerie gaols of Dol Guldur  xD

No, really, the citadel could suffice indeed. It's supposed to be the main building of the stronghold anyway. But I still suggest you try to express and include properly all the dreadful and ghoulish aspects of that fortress: elements indicating how the surrounding lands and people suffered from the vicinity to Sauron's Hill of Sorcery. Giving the fortress a very grotesque characterisation would be very effective. One question of mine would be which specific role you are to appoint to Magic, in conjunction with the ever-present military operations.


--- Zitat von: Fredius am  8. Nov 2016, 01:13 ---I will surely involve the statue of Sauron as well, I just love that one from BFME2's version xD.

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Wise decision. I love it too. It's deeply connected to the worshipping attitude of the Orcs towards their master (or, better, the past memory of his rule), which is always interesting to explore  :)

Fredius:

--- Zitat von: DieWalküre am  8. Nov 2016, 10:41 ---No, really, the citadel could suffice indeed. It's suposed to be the main building of the stronghold anyway. But I still suggest you try to express and include properly all the dreadful and ghoulish aspects of that fortress: elements indicating how the surrounding lands and people suffered from the vicinity to Sauron's Hill of Sorcery. Giving the fortress a very grotesque characterisation would be very effective. One question of mine would be which specific role you are to appoint to Magic, in conjunction with the ever-present military operations.
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Since Sauron isn't present in Dol Guldur at this time of age, the siege will be more or less a battle between Galadriels magic against Khamuls magic and the magic that is still intact from Sauron's last "visit" :P. I am really fond of Necro's idea of having to destroy certain magical barriers, in order to enter the fortress, so that's already one aspect I will integrate. The citadel, Sauron's statue and these magical barriers will be what's left of Sauron's dark magic.

Khamul himself and the prison will be part of Khamuls magic. How I am going to integrate his role in magic? I do not know yet, for that I need suggestions. One thing that I will do for sure is to save a handfull of Elven and Men prisoners from the clutches of Khamuls claws. He and the prison will have this "fear" aspect around them, while Sauron's magic tries to keep enemies away and boosts his troops.

Note that I brainstormed and typed this post at the same time, so it could be that some things don't correspond with each other xD.

Walküre:
Well, Khamûl's powers seem to be much subtler than other kinds of display of might. He is in fact capable of corroding structures and I really enjoy this pervasive characterisation of Magic (very Tolkien-ish). So, basing on that particular trait, you could opt for Khamûl-related features to slowly drain the energy of your own troops and perhaps even the efficacy your heroes' abilities (is it possible to slow their recharging time down or to disable them momentarily, whenever heroes get close to those sources of power?).

Fredius:
Yes thats basically what I am aiming for with Khamul.


--- Zitat von: DieWalküre am  9. Nov 2016, 00:49 ---(is it possible to slow their recharging time down or to disable them momentarily, whenever heroes get close to those sources of power?).

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Well it's possible to disable the power of heroes when they are in a certain area, but I don't think there is a script for actions when units are near another unit afaik. I can limit Khamul to a certain area, and if you manage to lure him out of his "magic spot" (perhaps the area around the prison), the hero abilities would be enabled again?

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