Modding Union

[en] - Modding Corner => Showcase => Thema gestartet von: calsash am 6. Dez 2015, 13:14

Titel: The Woodland Realm Custom Map OUT NOW!
Beitrag von: calsash am 6. Dez 2015, 13:14
Well its been a long time in the making but here it is.
I want to thank those who helped me with this map magicKoala in particular :)
The Video clip for the map is also with it being the entrance to the woodland realm which did the best in my survey. Please check that out would be a great to know people you guys watched it, the download link is also available from the youtube clip.
I hope you all enjoy the map and look forward to hearing your feedback.

YOUTUBE LINK: https://youtu.be/tu00JlP3PEU

DOWNLOAD LINK: https://www.mediafire.com/?yystlc98lso8lty (updated to 1.1 with bug fixes)

Oh and as for my next project all im going to say at this moment is that it will be a certain Homely House ;)

Also Huge shoutout to Dani The Monster for making a video on the map: https://www.youtube.com/watch?v=1bu66nJ58zM   :P

Update: (OLD PHOTOS)
(http://imgur.com/GmKlM82.jpg)
(http://imgur.com/bTmvG7Y.jpg)
(http://imgur.com/KGS7Vvm.jpg)
(http://imgur.com/YTSgNEo.jpg)
(http://imgur.com/BtD2oOp.jpg)
(http://imgur.com/W8F5LRU.jpg)
(http://imgur.com/mFNoLu4.jpg)
(http://imgur.com/5f3ebeh.jpg)
(http://imgur.com/sbsFEe2.jpg)
Titel: Re: The Woodland Realm Custom Map
Beitrag von: CragLord am 6. Dez 2015, 15:36
And it looks great form these pictures. ;)
Thanks again man! :) I am looking forward to this map!
Keep with your work, it is amazing so far! :)
Titel: Re: The Woodland Realm Custom Map
Beitrag von: calsash am 6. Dez 2015, 16:12
And it looks great form these pictures. ;)
Thanks again man! :) I am looking forward to this map!
Keep with your work, it is amazing so far! :)
Thank you so much CragLord :D
Titel: Re: The Woodland Realm Custom Map
Beitrag von: magickoala am 6. Dez 2015, 17:03
The map is looking amazing, looking forward to play it!

As for Tauriel, the Mirkwood map.ini force Tauriel to be recruitable via Outpost:


But, depending on the citadel youre using, im not really sure how to add her to the list of heroes. The game usually follows the order defined on playertemplate (module changed in the map.ini code above).

As for the Watchers, you can add those to the citadel commandset and see what happen:
Command_ConstructMirkwoodWächterPfadeHorde
Great map!
Titel: Re: The Woodland Realm Custom Map
Beitrag von: calsash am 6. Dez 2015, 18:01
The map is looking amazing, looking forward to play it!

As for Tauriel, the Mirkwood map.ini force Tauriel to be recruitable via Outpost:


But, depending on the citadel youre using, im not really sure how to add her to the list of heroes. The game usually follows the order defined on playertemplate (module changed in the map.ini code above).

As for the Watchers, you can add those to the citadel commandset and see what happen:
Command_ConstructMirkwoodWächterPfadeHorde
Great map!
How Do i add in the codes haha, and thank you for letting me know :)
Titel: Re: The Woodland Realm Custom Map
Beitrag von: magickoala am 6. Dez 2015, 18:25
Hehe, np ^^

Do the following:

- Create a file called map.ini inside your map folder. (new > file, rename it)
- Copy/past the contents of the mirkwood map.ini code on the ini file.
- After youre done choosing your citadel, check for its ObjectName. Should be like LothlorienCastleBaseKeep or a similar.
- You can set a new commandSet for any object, but you cant replace it.
So, assuming your Citadel is LothlorienCastleBaseKeep, you can override its CommandSet using:
Zitat
Object LothlorienCastleBaseKeep
CommandSet = MakeUniqueName
End

Then, you actually create the commandset you just named:

These codes go in the same map.ini file, but yr Mirkwood map.ini codes already override the current commandSet for all Lothlorien bases. So, assuming youre using one of them, you have to change its name, instead of creating a new one, or removing it before creating yours. Like that:

Zitat
Object LothlorienCastleBaseKeep
 CommandSet = LothlorienCastleBaseKeep CommandSet_MapMirkwood
End

Will change to:

Zitat
Object LothlorienCastleBaseKeep
 CommandSet = LothlorienCastleBaseKeep CommandSet_MapMirkwoodCa lsash
End

Hope it helps^^
Titel: Re: The Woodland Realm Custom Map
Beitrag von: DrHouse93 am 7. Dez 2015, 01:47
It looks nice^^
Btw, the code posted by magickoala is perfectly working, so you can definitely use it with no problems^^
Titel: Re: The Woodland Realm Custom Map
Beitrag von: ThorinsNemesis am 7. Dez 2015, 15:32
The map looks nice, I am actually also making a Woodland Realm map, but yours looks better  :). I actually used 3ds max 7 to cut some parts from the Mirkwood outpost buildings, and from those parts now I have Mirkwood columns, arches and stairs in WorldBuilder  :)
Titel: Re: The Woodland Realm Custom Map
Beitrag von: magickoala am 7. Dez 2015, 15:38
The map looks nice, I am actually also making a Woodland Realm map, but yours looks better  :). I actually used 3ds max 7 to cut some parts from the Mirkwood outpost buildings, and from those parts now I have Mirkwood columns, arches and stairs in WorldBuilder  :)

Sounds great, Thorin! I wanted to ask, how youre loading the edited files and the new objects in the editor? youre compiling them into the .BIG or dropping it into the BFME folder?
Titel: Re: The Woodland Realm Custom Map
Beitrag von: Fine am 7. Dez 2015, 15:43
Nice work, be sure to announce it again when you have finished the map. I am looking forward to trying it out. :)
Titel: Re: The Woodland Realm Custom Map
Beitrag von: calsash am 7. Dez 2015, 18:32
The map looks nice, I am actually also making a Woodland Realm map, but yours looks better  :). I actually used 3ds max 7 to cut some parts from the Mirkwood outpost buildings, and from those parts now I have Mirkwood columns, arches and stairs in WorldBuilder  :)
Yes thorin i could do with  tutorial on how to do that or if it would be possible if you could send me the new buildings that would be amazing if you could :P and thank you :D
Titel: Re: The Woodland Realm Custom Map
Beitrag von: calsash am 7. Dez 2015, 18:34
Nice work, be sure to announce it again when you have finished the map. I am looking forward to trying it out. :)
I will post frequent updates on the maps progress just like my other maps :) and thank you :D
Titel: Re: The Woodland Realm Custom Map
Beitrag von: magickoala am 7. Dez 2015, 18:52
Yes thorin i could do with  tutorial on how to do that or if it would be possible if you could send me the new buildings that would be amazing if you could :P and thank you :D

Im not sure but i think you can't add new objects nor models to maps without messing with game files.

Maybe theres a way to put the files inside without messing with the compiled .BIGs thou, by just dropping them into the folder, but still, you would have to add them in the handcreatedimages.ini, wich is currently inside the Edain .BIG, so in any cases you will end messing with Edain BIG files, wich isnt a really good idea, since when a update arrives the launcher makes a hashcheck for the BIG files, and any altered BIG will be overriden with the original Edain files.

That said, without implementing new objects directly into the code, you cant use new objects on maps =/
Titel: Re: The Woodland Realm Custom Map
Beitrag von: calsash am 7. Dez 2015, 19:04
Yes thorin i could do with  tutorial on how to do that or if it would be possible if you could send me the new buildings that would be amazing if you could :P and thank you :D

Im not sure but i think you can't add new objects nor models to maps without messing with game files.

Maybe theres a way to put the files inside without messing with the compiled .BIGs thou, by just dropping them into the folder, but still, you would have to add them in the handcreatedimages.ini, wich is currently inside the Edain .BIG, so in any cases you will end messing with Edain BIG files, wich isnt a really good idea, since when a update arrives the launcher makes a hashcheck for the BIG files, and any altered BIG will be overriden with the original Edain files.

That said, without implementing new objects directly into the code, you cant use new objects on maps =/
Ah well then i will have to make do, and if he does have a way to get around that then i will implement them, by the way with the code ive gotten tauriel to work but not the mirkwood watchers as i couldn't quite follow the instructions i got a bit confused.
Titel: Re: The Woodland Realm Custom Map
Beitrag von: magickoala am 7. Dez 2015, 19:12
Ill write a example code when i get home, no worries ^^
Titel: Re: The Woodland Realm Custom Map
Beitrag von: Gnomi am 7. Dez 2015, 19:17
You can't add new models/skins with a single map. To do this you always have to crate an own mod.
All you can do is creating a map.ini, which changes the code for only one map.^^
Titel: Re: The Woodland Realm Custom Map
Beitrag von: calsash am 7. Dez 2015, 19:17
Ill write a example code when i get home, no worries ^^
Thanks alot mate :)
Titel: Re: The Woodland Realm Custom Map
Beitrag von: magickoala am 7. Dez 2015, 19:29
Zitat
All you can do is creating a map.ini, which changes the code for only one map.^^


So, that brought a doubt. Supposing i have a new model / texture, i can code it via map.ini, put the files inside the extracted folders of BFME2 path or i need to compile it in the BIG file?

Like, i map my texture creating a entry on map.ini, and move the texture to the /art/compiledtextures/etc. The game will recognize it in the folders?
Titel: Re: The Woodland Realm Custom Map
Beitrag von: Gnomi am 7. Dez 2015, 19:39
You have to integrate it the same ways as a mod does it. There are different methods, but basically you're making your own mod then and this probably means that other players can't play with you (no matter what map you're playing), as you have different files than them.^^
But yes: Most of the coding can be done with map.inis (but not everything), but all the other things need to be in an own mod, which has to be installed like any other mod.
Titel: Re: The Woodland Realm Custom Map
Beitrag von: magickoala am 7. Dez 2015, 19:51
Thanks, Gnomi :) Thats actually interesting, ill give a try and see if i can map new textures without using BIGs, mapping them via map.ini. This way the launcher dont eat up your changes when updating, and you still can play the map.
Titel: Re: The Woodland Realm Custom Map
Beitrag von: Gnomi am 7. Dez 2015, 20:17
I can assure you that you can't add completely new textures with the map.ini - if you manage to do it, you'll do something noone in >10 years of bfme mapping has managed to do. :P
You can change the skin a unit is using with codes, but you can't add new stuff with a map.ini^^
Titel: Re: The Woodland Realm Custom Map
Beitrag von: calsash am 7. Dez 2015, 20:24
I have run into a few problems regarding the maps fortress such as the building i want to use as the fortress isnt working in game also the build plots and gate are also not working, aswell as i have forgotten how to make a border for the fortress so it will all be visable to player 1, help would be really appreciated.
Titel: Re: The Woodland Realm Custom Map
Beitrag von: magickoala am 7. Dez 2015, 20:28
There never was much hope. Just a fool's hope.:D
Titel: Re: The Woodland Realm Custom Map
Beitrag von: Gnomi am 7. Dez 2015, 20:48
What exactly do you mean by "is not working ingame"?

Making an area visible is quite easy:
Create an area with the area tool. Then open the script window, create a new script, open "Actions when true" and click on "New".
Then look for maps->shroud and reveal-> reveal map inside trigger area for player.

Now just write down your area name and the player who shall see those parts.
Titel: Re: The Woodland Realm Custom Map
Beitrag von: calsash am 7. Dez 2015, 20:52
What exactly do you mean by "is not working ingame"?

Making an area visible is quite easy:
Create an area with the area tool. Then open the script window, create a new script, open "Actions when true" and click on "New".
Then look for maps->shroud and reveal-> reveal map inside trigger area for player.

Now just write down your area name and the player who shall see those parts.
Basically everything has been set up right, just like how i've done it in other maps with custom fortresses and with hoho's tutorial but when i start the game the building i want for the fortress is replaced by a normal castle and i don't know why. and the build plots in the fortress aren't working.
Titel: Re: The Woodland Realm Custom Map
Beitrag von: Gnomi am 7. Dez 2015, 20:54
Probably you're using a fortress object which isn't meant to be the citadel of a fortress. Try to use the WOTR_something objects, they are working. If you want to use other objects you have to give them all the behaviors of one of those objects with a map.ini :)
Titel: Re: The Woodland Realm Custom Map
Beitrag von: calsash am 7. Dez 2015, 21:40
Probably you're using a fortress object which isn't meant to be the citadel of a fortress. Try to use the WOTR_something objects, they are working. If you want to use other objects you have to give them all the behaviors of one of those objects with a map.ini :)
All right thank you Gnomi :)
Titel: Re: The Woodland Realm Custom Map
Beitrag von: ThorinsNemesis am 7. Dez 2015, 22:30
The map looks nice, I am actually also making a Woodland Realm map, but yours looks better  :). I actually used 3ds max 7 to cut some parts from the Mirkwood outpost buildings, and from those parts now I have Mirkwood columns, arches and stairs in WorldBuilder  :)
Yes thorin i could do with  tutorial on how to do that or if it would be possible if you could send me the new buildings that would be amazing if you could :P and thank you :D
It's fairly simple: you can open, for example, the Mirkwood citadel building's model in 3ds max 7, then delete all the parts of the model (by clicking them and pressing 'Delete') except one column, for example. Then extract the model of the column alone, and you have a Mirkwood column  :) You can repeat the process with other Mirkwood buildings and leave different parts of the models.
I know this may sound a bit complicated  :P. I'd love to just send you the models of the Mirkwood props, but I don't have access to my computer right now (cus it breaks down quite a lot... ) so I can't send them.
But I can describe to you how to do it in detail in PM if you wish  :).
Titel: Re: The Woodland Realm Custom Map
Beitrag von: magickoala am 7. Dez 2015, 22:45
So, heres the full code with Watchers. However, this code was made for the Lothlorien citadel, (LothlorienCastleBaseKeep). In case youre using another fortress, you will need to add some extra code. Ill try to go over what you will need to do:


Full map.ini code:

So, i marked in RED the parts you must note. Also, in the Mirkwood Base and in the Camp, i replaced the default archer with the guardians.

In case youre not using a LothlorienCastleBaseKeep as primary base, you will need to add this to the end of the code, changing accordly in the red parts.


Thou i seriously advice you to use one of the Lothlorien bases, because if you dont do it you gonna have to add all the Behaviours from the normal base to your base, and thats really.. extensive. And potentially problematic. XD

Heres an ingame example:

(http://i.imgur.com/PxE3Xak.jpg)

Let me know how it works^^



Titel: Re: The Woodland Realm Custom Map
Beitrag von: calsash am 8. Dez 2015, 17:38
So, heres the full code with Watchers. However, this code was made for the Lothlorien citadel, (LothlorienCastleBaseKeep). In case youre using another fortress, you will need to add some extra code. Ill try to go over what you will need to do:


Full map.ini code:

So, i marked in RED the parts you must note. Also, in the Mirkwood Base and in the Camp, i replaced the default archer with the guardians.

In case youre not using a LothlorienCastleBaseKeep as primary base, you will need to add this to the end of the code, changing accordly in the red parts.


Thou i seriously advice you to use one of the Lothlorien bases, because if you dont do it you gonna have to add all the Behaviours from the normal base to your base, and thats really.. extensive. And potentially problematic. XD

Heres an ingame example:

(http://i.imgur.com/PxE3Xak.jpg)

Let me know how it works^^
Thank you for putting so much effort in to help me, so i entered the code but this error came up everytime i tried to play the map: http://imgur.com/XWwXjY2
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: magickoala am 8. Dez 2015, 19:03
For some evil reason theres a lot of line-breaking in the code when i posted. Ill upload the .ini itself later.
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: calsash am 8. Dez 2015, 19:15
For some evil reason theres a lot of line-breaking in the code when i posted. Ill upload the .ini itself later.
Alright thank you so much man :D you have no idea how helpful you've been
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: magickoala am 8. Dez 2015, 22:57
Hehe np, im looking forward to play it! Think Mirkwood is one of the most aesthetic elven refuges left on ME, so it will be really interesting to give some shots there. Im sure the map will be glorious^^

Theres the file :) https://goo.gl/DU11Ur
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: lotr1997 am 9. Dez 2015, 00:06
Amazing! kepp up this great work i love this mod and community so much! :D
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: calsash am 9. Dez 2015, 08:49
Hehe np, im looking forward to play it! Think Mirkwood is one of the most aesthetic elven refuges left on ME, so it will be really interesting to give some shots there. Im sure the map will be glorious^^

Theres the file :) https://goo.gl/DU11Ur
You've sent me just the tauriel code so the watchers and the command set for the base aren't there :/ sorry to keep asking this stuff of you.
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: magickoala am 9. Dez 2015, 09:03
Geeze, sorry, im getting old for this lol XD

Here is the file > https://goo.gl/oLIWdf
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: calsash am 9. Dez 2015, 09:24
Geeze, sorry, im getting old for this lol XD

Here is the file > https://goo.gl/oLIWdf
Works amazingly well thank you so much man, I'm going to but your name in the map description for the help now, couldn't of done it without you :P, also amazing haldir textures!
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: magickoala am 9. Dez 2015, 16:21
Lol happy to help, man :) and the new photos are very promising, the map is getting better and better!

Keep it excellent o/
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: calsash am 9. Dez 2015, 19:26
I have been stuck with the maps more technical aspects for a few days, with the Area/map reveal script not working no matter what i have tried unless i am being completely stupid, the build plots don't work and the main gate also doesn't work i have been trying to fix these issues or try to at least but nothing seems to be working so i was wondering if someone would be able to look and see where im going wrong maybe even fix it.
here is a link to what i have done so far with the map: https://www.mediafire.com/?yystlc98lso8lty
 
Any help would be much obliged.
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: magickoala am 9. Dez 2015, 19:45
I can't open the map now but ill take a look when i get home.

As for the visible area script, make sure the option *deactivate upon sucess* is unticked. ^^
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: calsash am 9. Dez 2015, 19:59
I can't open the map now but ill take a look when i get home.

As for the visible area script, make sure the option *deactivate upon sucess* is unticked. ^^
It is already unticked :/ and thank you for offering to take a look :)
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: Gnomi am 9. Dez 2015, 21:36
Your players are completely wrong.^^
Go to Edit->Edit Player List and delete PlyrElves, player1, player0002, PlyrMordor.
Afterwards just use the "Add skirmish player" button. This adds all the players you need, the named players are not needed and only take space (there is a maximum amount of possible players, therefore I'ld delete them).
Now you can just put your script in the PlyrCivilianfolder and say
  The map is revealed inside  area 'Reveal' for Player '<All Players>'.
Or you can just select the Player_1 from the list.

Never use such self created player names in skirmish, if you don't know exactly what you're doing. In 99% of the times things don't work as you intend and in 99,9999% you can make everything with the normal players which are added with the button in a smoother way. So don't use them until you know a bit more about the worldbuilder. Until then just use the normal skirmish players.^^

Another note:
Please test all your bridges. I don't know if those bridges count to the normal limit, but there is a limit of bridges which is set to ~7. Some bridges don't count for it, but please test all of them, as it could happen that they don't work.^^
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: calsash am 9. Dez 2015, 21:43
Your players are completely wrong.^^
Go to Edit->Edit Player List and delete PlyrElves, player1, player0002, PlyrMordor.
Afterwards just use the "Add skirmish player" button. This adds all the players you need, the named players are not needed and only take space (there is a maximum amount of possible players, therefore I'ld delete them).
Now you can just put your script in the PlyrCivilianfolder and say
  The map is revealed inside  area 'Reveal' for Player '<All Players>'.
Or you can just select the Player_1 from the list.

Never use such self created player names in skirmish, if you don't know exactly what you're doing. In 99% of the times things don't work as you intend and in 99,9999% you can make everything with the normal players which are added with the button in a smoother way. So don't use them until you know a bit more about the worldbuilder. Until then just use the normal skirmish players.^^

Another note:
Please test all your bridges. I don't know if those bridges count to the normal limit, but there is a limit of bridges which is set to ~7. Some bridges don't count for it, but please test all of them, as it could happen that they don't work.^^
How embarrassing haha, thank you so much for taking a look and I will yes those bridges :)
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: magickoala am 9. Dez 2015, 21:57
All face the might of Gnomi and bow! lol :D
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: calsash am 9. Dez 2015, 23:40
All face the might of Gnomi and bow! lol :D

HAHA yep, by the way ive noticed something with the code, when you go into the heroes on the mirkwoodcamp galadriel has replaced thranduil :/ not sure why, and sorry to make you look into more stuff about it for me, this is probably becoming a bit of a chore for you.
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: magickoala am 10. Dez 2015, 01:57
Nah, no worries, man, lets make this work. This was a really weird bug, but theres a workaround^^:

https://goo.gl/jcZ09k
Titel: Re: The Woodland Realm Custom Map (Update)
Beitrag von: calsash am 10. Dez 2015, 09:13
Nah, no worries, man, lets make this work. This was a really weird bug, but theres a workaround^^:

https://goo.gl/jcZ09k
It is now working very well thank you once again mate :)
Titel: Re: The Woodland Realm Custom Map (Update 2)
Beitrag von: magickoala am 14. Dez 2015, 16:03
These new screens are some serious eye-candy work. ;) I hope the map is going well o/
Titel: Re: The Woodland Realm Custom Map (Update 2)
Beitrag von: calsash am 14. Dez 2015, 16:24
These new screens are some serious eye-candy work. ;) I hope the map is going well o/
Thank you :D and the map is going very well I will probably have more screens to upload soon and I have started work on a video for it :p
Titel: Re: The Woodland Realm Custom Map (Update 3)
Beitrag von: UlfricStormcloak148 am 15. Dez 2015, 15:40
Yo

if it's possible could you add a lot of tree inside and outside the fortress after all it's Mirkwood.

Will it be a castle or camp map for the faction outside the fortress ? (Please say castle)
Titel: Re: The Woodland Realm Custom Map (Update 3)
Beitrag von: calsash am 15. Dez 2015, 16:21
Yo

if it's possible could you add a lot of tree inside and outside the fortress after all it's Mirkwood.

Will it be a castle or camp map for the faction outside the fortress ? (Please say castle)
I dont want to go to overboard on the tress as I'm going for the movie look and there isn't many inside the fortress and yeah it will be a castle on the outside of the map
Titel: Re: The Woodland Realm Custom Map (Update 3)
Beitrag von: LordDainIronfoot am 18. Dez 2015, 14:50
The Map is looking really great!I think it will be rather interesting and fun map to play! :-)
Titel: Re: The Woodland Realm Custom Map (Update 3)
Beitrag von: calsash am 18. Dez 2015, 19:51
The Map is looking really great!I think it will be rather interesting and fun map to play! :-)
Thank you :D
Titel: Re: The Woodland Realm Custom Map (Update 3)
Beitrag von: ThranduilHojaverde am 30. Dez 2015, 15:32
Any news? or you are in "vacation" because this dates ?
Well happy holidays and greetings from Argentina :)
Titel: Re: The Woodland Realm Custom Map (Update 3)
Beitrag von: calsash am 30. Dez 2015, 16:07
Any news? or you are in "vacation" because this dates ?
Well happy holidays and greetings from Argentina :)
I have made a good amount of progress since the last update, I will begin working on the map again next week as i decided to take a break from map making over the holidays :)
Titel: Re: The Woodland Realm Custom Map Almost complete (new photos)
Beitrag von: calsash am 17. Jan 2016, 15:57
new photos: http://imgur.com/a/eNGYW
Titel: Re: The Woodland Realm Custom Map Almost complete (new photos)
Beitrag von: Nuramon90 am 19. Jan 2016, 10:37
So when will you release this nice map ? :P
Titel: Re: The Woodland Realm Custom Map Almost complete (new photos)
Beitrag von: calsash am 19. Jan 2016, 13:56
So when will you release this nice map ? :P
it should hopefully be done a bit before the middle of February
Titel: Re: The Woodland Realm Custom Map Almost complete (new photos)
Beitrag von: LordDainIronfoot am 19. Jan 2016, 23:47
Seeing how awesome the Map looks,I can say that I am starting counting days as from now till the middle of February [uglybunti] [uglybunti]
Titel: Re: The Woodland Realm Custom Map Almost complete (new photos)
Beitrag von: calsash am 20. Jan 2016, 00:00
Seeing how awesome the Map looks,I can say that I am starting counting days as from now till the middle of February [uglybunti] [uglybunti]
:P
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: calsash am 2. Feb 2016, 23:24
YOUTUBE LINK: https://youtu.be/tu00JlP3PEU

DOWNLOAD LINK: https://www.mediafire.com/folder/3oc3qh3o6l3r2/the_woodland_realm

Oh and as for my next project all im going to say at this moment is that it will be a certain Homely House ;)
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: ThorinsNemesis am 3. Feb 2016, 00:30
I downloaded the map, and I must say it's excellent! It really captures the feeling of the halls seen in the Desolation of Smaug, and you recreated the inside of the halls very well :). It's actually the first Mirkwood movie map out there, which also helps show how nice your map is.

P.S.: I can't wait for the 'Homely House', I hope it will have the new locations and buildings we saw in AUJ... ;)
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: calsash am 3. Feb 2016, 09:11
I downloaded the map, and I must say it's excellent! It really captures the feeling of the halls seen in the Desolation of Smaug, and you recreated the inside of the halls very well :). It's actually the first Mirkwood movie map out there, which also helps show how nice your map is.

P.S.: I can't wait for the 'Homely House', I hope it will have the new locations and buildings we saw in AUJ... ;)
Thank you very much :) and I can say the homely house more than likely will :)
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: UlfricStormcloak148 am 3. Feb 2016, 15:43
Really nice map, she's  freaking awesome and a lot of tree like I love no diggity !! I love the three unit you add in Mirkwood and the casern of Edain Mod 3.8.1, perfect I think it's what I miss the most in 4.0. The three towers outside are really nice.

Unfortunately, I found some bugs nothing really serious but it can be annoying. During my first try, I play alone without enemy to see everything without being interrupting and this is what I found.

1. The Borderguard-Quarters and Galadhrim-Quarters inside the Greenwood fortress don't work property. The different units don't unlock in the citadel (Lorien Swordsmen, Lorien Archers, Lorien Spearmen, Galadhrim and Caras Galadhon Guardians). Only the singers and might be the Lorien Spearmen (don't remember for the last)

2. For the Sanctuary, we don't have every upgraded only three.

3. The Vault of the King inside the fortress. We cannot enable the research of the Mirkwood upgrades except Wine from Dorwinion.

4.  The units created in the north part of the fortress (Mirkwood casern) cannot move upstairs they're stuck.

5. The Archer of Mirkwood (usually summon with Tauriel in the others maps) once they reach the level 2, their skin change completely and became Arnor Archer.

6. When we created the Lothlorien outpost, only three wings are available therefore we cannot make Lorien Swordsmen....

Otherwise nothing else to say for the different bugs. In my own view the most annoying are the number 5. Because I prefer to use only Mirkwood unit in your map.
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: calsash am 3. Feb 2016, 17:05
Really nice map, she's  freaking awesome and a lot of tree like I love no diggity !! I love the three unit you add in Mirkwood and the casern of Edain Mod 3.8.1, perfect I think it's what I miss the most in 4.0. The three towers outside are really nice.

Unfortunately, I found some bugs nothing really serious but it can be annoying. During my first try, I play alone without enemy to see everything without being interrupting and this is what I found.

1. The Borderguard-Quarters and Galadhrim-Quarters inside the Greenwood fortress don't work property. The different units don't unlock in the citadel (Lorien Swordsmen, Lorien Archers, Lorien Spearmen, Galadhrim and Caras Galadhon Guardians). Only the singers and might be the Lorien Spearmen (don't remember for the last)

2. For the Sanctuary, we don't have every upgraded only three.

3. The Vault of the King inside the fortress. We cannot enable the research of the Mirkwood upgrades except Wine from Dorwinion.

4.  The units created in the north part of the fortress (Mirkwood casern) cannot move upstairs they're stuck.

5. The Archer of Mirkwood (usually summon with Tauriel in the others maps) once they reach the level 2, their skin change completely and became Arnor Archer.

6. When we created the Lothlorien outpost, only three wings are available therefore we cannot make Lorien Swordsmen....

Otherwise nothing else to say for the different bugs. In my own view the most annoying are the number 5. Because I prefer to use only Mirkwood unit in your map.
Wow thanks for pointing these out i will take a look and im glad you enjoyed the map :)
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: calsash am 3. Feb 2016, 17:37
Really nice map, she's  freaking awesome and a lot of tree like I love no diggity !! I love the three unit you add in Mirkwood and the casern of Edain Mod 3.8.1, perfect I think it's what I miss the most in 4.0. The three towers outside are really nice.

Unfortunately, I found some bugs nothing really serious but it can be annoying. During my first try, I play alone without enemy to see everything without being interrupting and this is what I found.

1. The Borderguard-Quarters and Galadhrim-Quarters inside the Greenwood fortress don't work property. The different units don't unlock in the citadel (Lorien Swordsmen, Lorien Archers, Lorien Spearmen, Galadhrim and Caras Galadhon Guardians). Only the singers and might be the Lorien Spearmen (don't remember for the last)

2. For the Sanctuary, we don't have every upgraded only three.

3. The Vault of the King inside the fortress. We cannot enable the research of the Mirkwood upgrades except Wine from Dorwinion.

4.  The units created in the north part of the fortress (Mirkwood casern) cannot move upstairs they're stuck.

5. The Archer of Mirkwood (usually summon with Tauriel in the others maps) once they reach the level 2, their skin change completely and became Arnor Archer.

6. When we created the Lothlorien outpost, only three wings are available therefore we cannot make Lorien Swordsmen....

Otherwise nothing else to say for the different bugs. In my own view the most annoying are the number 5. Because I prefer to use only Mirkwood unit in your map.
I have fixed the issues with the lorien units they are now recruitable
and some issues with units going down the stairs
I also deactivated the casern where the units were getting stuck and placed it outside in the walled forest area :)
It can be downloaded here: https://www.mediafire.com/?yystlc98lso8lty
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: UlfricStormcloak148 am 3. Feb 2016, 20:00
Thanks, could you add the Mirkwood spearmen that Fredius use in his map (Battle under the Tree Mirkwood) too ?

I think I told you a bullshit earlier because I just found that the Archer of Mirkwood (usually summon with Tauriel in the others maps) once they have the silver arrow, their skin change completely and became Arnor Archer. Everything is okay once they reached level 2, same for the longbow.
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: DrHouse93 am 4. Feb 2016, 00:26
I must say, I really love this map. It took me - forgive me the language - three fucking hours to beat the fucking Brutal AI spam, but in the end the White Hand has triumphed...or atleast, I wish I could. The only problem I've found is that there are some Wine Cellars and Vaults of the King which are placed in unwalkable spots (such as the wooden platforms and in the northwestern side of the map) which were also out of range of Siege Weapons, thus preventing me to destroy those puny Elves once and for all. Other than that, really awesome map^^
A curiosity: why did you use the Dol Guldur minimap? xD
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: calsash am 4. Feb 2016, 08:45
I must say, I really love this map. It took me - forgive me the language - three fucking hours to beat the fucking Brutal AI spam, but in the end the White Hand has triumphed...or atleast, I wish I could. The only problem I've found is that there are some Wine Cellars and Vaults of the King which are placed in unwalkable spots (such as the wooden platforms and in the northwestern side of the map) which were also out of range of Siege Weapons, thus preventing me to destroy those puny Elves once and for all. Other than that, really awesome map^^
A curiosity: why did you use the Dol Guldur minimap? xD
I have honestly no idea how the dol guldur minimap got there hahaha and i removed it in the latest version i uploaded and thanks for pointing out those cellars i will be sure to disable them in my next patch of sorts. Glad you enjoyed the map :)
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: calsash am 4. Feb 2016, 08:47
Thanks, could you add the Mirkwood spearmen that Fredius use in his map (Battle under the Tree Mirkwood) too ?

I think I told you a bullshit earlier because I just found that the Archer of Mirkwood (usually summon with Tauriel in the others maps) once they have the silver arrow, their skin change completely and became Arnor Archer. Everything is okay once they reached level 2, same for the longbow.
yeah im not sure why their skin changes it might be becuase they arent a fully developed unit im not sure and as for the mirkwood spearman i will try and get them added :)
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: LordOfTheIronHillsAndEreb am 26. Feb 2016, 23:32
good map, but could you make the area outside the realm of thranduil be bigger, and maybe add like 3-4 players (3v1) And please make the troops get access to be on the outpost/wall with river. And maybe not just 1 door to be attacked at, Too easy to defend
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: LordOfTheIronHillsAndEreb am 26. Feb 2016, 23:36
And Btw, i know that you are working on Imladris (can't wait) but after that, could you make Erebor as it should be on BFME and how it is in the movie , with details such as your older maps. All the erebor maps that are out now (all i have tried) suck. It should be 1 Huge main door and maybe 1 postern gate, and Archer spots over the gate as in the movie. Plz
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: calsash am 27. Feb 2016, 01:28
And Btw, i know that you are working on Imladris (can't wait) but after that, could you make Erebor as it should be on BFME and how it is in the movie , with details such as your older maps. All the erebor maps that are out now (all i have tried) suck. It should be 1 Huge main door and maybe 1 postern gate, and Archer spots over the gate as in the movie. Plz
http://bfme2.heavengames.com/downloads/showfile.php?fileid=1134 Try this erebor map its better than i could ever do ^^ and may be just what your looking for.
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: LordOfTheIronHillsAndEreb am 27. Feb 2016, 13:01
Yeah, awesome map, but it's no main gate. Its just  huge stone.
when will your imladris map be finished. I have seen it on youtube and looks perfect, with all those bridges and details.
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: calsash am 28. Feb 2016, 12:39
Yeah, awesome map, but it's no main gate. Its just  huge stone.
when will your imladris map be finished. I have seen it on youtube and looks perfect, with all those bridges and details.
Im hoping for it to be done by mid march and after that i have two other maps to finish then I may ask Gagloin if i could convert his erebor map into a fortress map with a main gate ETC :)
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: LordOfTheIronHillsAndEreb am 3. Mär 2016, 18:11
I saw your post along time ago but, what kind of two maps? after the imladris
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: calsash am 3. Mär 2016, 19:23
I saw your post along time ago but, what kind of two maps? after the imladris
Ost-In-Edhil the capital of eregion and the capital of numenor :)
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: VectorMaximus am 3. Mär 2016, 19:43
Hopefully Armenelos turns out as beautiful as all your other maps.
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: calsash am 3. Mär 2016, 20:10
Hopefully Armenelos turns out as beautiful as all your other maps.
It will be the first time I have tried anything that is a human settlement so lets hope for the best!
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: LordOfTheIronHillsAndEreb am 7. Mär 2016, 19:01
would you be making a camp, so you can make the mirkwood citadel? inside the rivendell walls?
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: LordOfTheIronHillsAndEreb am 17. Mär 2016, 19:24
will your imladris map be finished by this month?
Titel: Re: The Woodland Realm Custom Map OUT NOW!
Beitrag von: calsash am 17. Mär 2016, 20:31
will your imladris map be finished by this month?
Sorry for late reply, as for the camp no it wont but if you want a expansion point to build mirkwood inside I can tell you how and the map is out now :)