MML_Moria is almost at FP...


(G0-Gerbil) #1

Don’t expect screenshots for a few days, since I’m compiling and testing, but here’s the current map layout and a few pointers of what to expect for now:


Here’s the key:
1 - Axis West gate spawn, start of game.
2 - Axis Mines spawn, captured by simply getting a player past this point.
3 - Axis Mid-mines flag spawn, captured by flag.
4 - Axis passageways spawn, captured by blowing the wall at (A)
5 - Axis Hall Entrance spawn, captured by flag.
6 - Axis Tomb of Balin spawn, captured by flag.
7 - (Yes I coloured it wrong, should be red!) Axis final spawn, captured by blowing the door here.

1 - Allies West gate spawn, start of game (note only for the first wave of spawns, after this you spawn at 2).
2 - Allies shrine of Aule spawn. Lose this when the wall at (A) is blown.
3 - Allies Main Halls flag spawn, axis can clear the flag here.
4 - Allies Main Halls spawn. Lost when the door at (7) is blown.
5 - Allies final spawn.

A - Rock wall blocking progress. Dynamite.
B - One way route out for Allies to attack Axis.

Slow progress eh?
I also am planning to convert the maps to quake wars when the game comes out, so I won’t completely waste the last god knows how many years of slow mapping!


(kamikazee) #2

Good to see that you’re still continuing on this map.


(Loffy) #3

Good job!


(DerSaidin) #4

Zomg nice, thats massive.

Everything looks so square, I would have expected more twisted tunnles like in the end of your helm’s deep.


(kamikazee) #5

Now all we’d need for ET:QW is a medieval mod to play it in real LOTR style. :smiley:


(carnage) #6

Everything looks so square, I would have expected more twisted tunnles like in the end of your helm’s deep.

when you consider how much longer tunnels take to make we would still be waiting for this next year


(D3C0Y) #7

u can have square rooms and you can have SQUARE rooms (get my drift ?)


(Pytox) #8

[quote=“kamikazee”]

Now all we’d need for ET:QW is a medieval mod to play it in real LOTR style. :D[/quote]
or a real LOTR mod :slight_smile:


(kamikazee) #9

Now all we’d need for ET:QW is a medieval mod to play it in real LOTR style. :D[/quote]
or a real LOTR mod :)[/quote]In fact, that was I wanted, but you can’t just say “we’re making a LOTR mod” as the name is probably registered.


(G0-Gerbil) #10

Everything looks so square, I would have expected more twisted tunnles like in the end of your helm’s deep.
I agree, but then given this will be a FP with only the crudest of layouts, I’m hardly worried.
But yes, once I get into the meat of it, it won’t be so angular - as you have noticed from HD (and MT, which doesn’t have a straight edge in it!) I’m not a fan of blocky simple maps, but grant me the time to get the basics done, and then I can work on the graphical niceties :smiley:


(DerSaidin) #11

Yeah, cool, thats how I work too. :>
Except I prolly dont go far enough from the blockyness :stuck_out_tongue: