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 Post subject: LoR Shard Map
PostPosted: Sun Jul 24, 2005 8:19 am 
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For too longs, we work on a Middle-Earth Map. It?s all amost done.
Please, type your critics and suggestions for our map.
(sorry my bad english hehe)

Here the version 0.98
Image

Jason Claryoth - LoR Shard Team


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 Post subject:
PostPosted: Sun Jul 24, 2005 9:50 am 
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Master
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Looks great! Very nice job. :)

-CMS
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 Post subject:
PostPosted: Mon Jul 25, 2005 1:37 am 
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Young
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Location: Ukraine, Nikolaev
Where are static?

(Sorry. I badly speak english too ;-) )

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 Post subject:
PostPosted: Mon Jul 25, 2005 9:21 am 
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That has to be one of the better (if not the best) LotR maps I've seen. Good work.

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 Post subject:
PostPosted: Mon Jul 25, 2005 10:43 am 
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the static will be put soon


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 Post subject:
PostPosted: Mon Jul 25, 2005 7:57 pm 
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Very nice map period, very detailed.

Dev

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 Post subject:
PostPosted: Tue Jul 26, 2005 9:59 am 
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Master
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I have a question, or questions, about Minas Tirith. How many street levels do you have? Does the city go as high as the allowed "z"? Or does the extended mountain tower thing do that?

I'm not sure I'm asking that correctly. lol

I'm just trying to picture it in my head. I tried to do a multi-tiered city but could only get 4 levels to be able to actually walk on the top one.

-CMS
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 Post subject:
PostPosted: Tue Jul 26, 2005 2:07 pm 
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Something Offensive
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I think a 7 teired city could be possible, just the Z level for the entire rest of your map would be in the negagive numbers, which could be done with a map copying program that let's you change the altitude globally, this way you could still use dragon for it.

In otherwords, make the level where most of the action takes place -80 or something. I'd go a full -120 just so there'd be room for the white tower at the top of the city.

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 Post subject:
PostPosted: Tue Jul 26, 2005 3:03 pm 
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It is possible to have up to 12 levels if each is the standard 20z in height.

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 Post subject:
PostPosted: Thu Jul 28, 2005 8:24 pm 
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Apprentice
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Xelah wrote:
I think a 7 teired city could be possible, just the Z level for the entire rest of your map would be in the negagive numbers, which could be done with a map copying program that let's you change the altitude globally, this way you could still use dragon for it.

In otherwords, make the level where most of the action takes place -80 or something. I'd go a full -120 just so there'd be room for the white tower at the top of the city.


Which is the best program to do a complete lowering of the map? (both map and statics of course)
I've seen Mulpatcher has such a feature, did anyone test it?
Any other suggestion?


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 Post subject:
PostPosted: Fri Jul 29, 2005 2:47 pm 
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I think I use UOCopy, but I'm at work and am not 100% sure, it's been a while.

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