I suggest to take the map as it is, and extend it only to the east (where we only add coordinates, do not change the actual ones), and to the south (where we change the actual y's).
I suggest to take the map as it is, and extend it only to the east (where we only add coordinates, do not change the actual ones), and to the south (where we change the actual y's).
here is the start of it.
i dont know if this type of extension of the map is possible.
I will have to change it in the descr_terrain.txt
here is what ill change the height.
dimensions
{
width 400;250
height 342;342
over all size: width 801
Height 1021
Spoiler Alert, click show to read:
I would see it rather like this :
dimensions
{
width 510;400;250
height 510;342;214
}
regions, 510 x 510 pixels
heights, 1021 x 1021 pixels
?
I think the only area that really deserves any significant expansion would be Rhun. Going too far north would be a stretch, I think.
But this is all my opinion.
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I agree, the North is not interesting for the Third Age ; the size limit does not allow for any really significant expansion to the east however, we are at 801 pixels and we can only add 220 pixels to the east ; more can be done towards the south...
It's still hell of an expansion, the area you can go to the south is almost just as much as the length(?) entire vanilla M2TW map
Ow and sorry for giving wrong max size, I'm not really into hardcoded limits![]()
A thought, instead of increasing map to include only further east and south, why not use the extra sized map, to increase the existing map size by increasing its scale, ( lose some of the unused North and West edge sea also) with limited further ereas of the east and South, ( Haradwaith and Harad proper with minimal extra new units) region limit is probably going to be your biggest concern in any event.
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There is still space for approx 60 new regions, which is more than enough I believe. The regions of the east and in the far south should be, with an exception of specific ones, quite large.
Try it, why notwhy not use the extra sized map, to increase the existing map size by increasing its scaleit would be a different project.
It would be cool if Harad and Rhun could expand in all directions. All new settlements should be rebel territories. In my opinion there is no need in new factions.
Maby there should be one or two new troll men units so all rebel settlements in the jungle regions should have troll men as garnison.
An other idea: In vanilla there were this black regions (America) which must be explored. The south regions should be also black on the campaign map. I would love the explore with gondorian troops the southern jungles while being attacked by troll men rebel troops.
Some interior desert area should be impassable like the northern region, so that the player have to sail or march on the coast to the south, like the numenoreans did. Maby there should be one or two cities inhabited by black numenoreans, while the rest could be villages with troll men and corsair and haradrim troops at the coast and desert borders. Wild Mumakil would be also cool.
You could add in Orocarni Dwarves to the east and if you expand your map eastwards you can just as well get Khand in too
There already is a submod that adds them or wants to add them I think. I would not vote for it.
The only new faction I would perhaps think of would be Khand, but they may be quite well be done as AoR subfaction for Rhûn and for Harad I think (at least that's what I did in my game) ; in the extended parts of the map, some territories certainly might belong to the rebel faction, but my basic aim with the expanded map would be to move the developed settlements of the Haradrim and of the Easterlings further to the south and to the east, make their mother territories deeper, and make these factions more difficult to destroy, actually, to make them able to face off the Reunited Kingdom once Mordor gets destroyed.
More trollmen or black men units for Harad would be good. Perhaps the M2TW Americas may offer some for an easy conversion, the apache warriors for example.
ok we will work with this them. could you look after the coordinates then?
This is the map slightly deformed to accomodate the entire bay of Tulwang within the limit of 1021 x 1021 pixels...
1021 x 1021
Several coastal areas of this map do not answer to the actual TATW map, so the map will have to be deformed even more, but it should not be a problem... the general lines of the coast and the rivers or deserts or mountains are there. The island of Tol Fuin, or it's part, might be added also. Just to be there... nothing will probably ever happen in that region (I would not make any settlement there)
I think it would only be about adding 168 (510 - 342) to the actualy y coordinates. It should not be difficult to test it and to make it than. But as I said, I do submod quite heavily the game, so my desr_strat and script with changed coordinates would not help anyone. The original script contains quite a lot of coordinates with all those palantir and other things (that I have mostly removed), so it will really take a lot of time... but not from me, as it would be totally useless for me to do itcould you look after the coordinates then?![]()
Those two files are very important, any any change in these will be removed by any submod or patch. So I would suggest to make the map working, and possibly upload the material and instruction on how to implement it. There is no other way to change the coordinates but to do so manually...
Edit: and the Lonely Islands in the lower left side... these with a rebel settlement, as a nice target for a haradrim or gondorian expedition![]()
Last edited by Adjudant-Major; January 06, 2012 at 11:07 AM.
wip
I can do all the graphic stuff no problem so shouldn't have a problem. now the next thing is the all the mountains and lower lands i wonder is this draw on the map
Spoiler Alert, click show to read:
I have one problem when I try to open the map_roughness map_fog there all just black..
Last edited by baz44331; January 06, 2012 at 12:23 PM.
I think it's ok, we should leave them black, just resize them to match the size of the extended map.
I did pretty much the same thing you did, just for fun... I will see if I can make it work. I have added a few more coastal islands.
my extended map
I can make it work but in the tutorial im looking at its said you have to edit the other TGA also like map_roughness map_fog.
I like to finish it off and make it look perfect with the rest of the map and stuff also ive started the regions too and have it just about done.
Good... I think I've read somewhere that those black maps were just residues of a former map system (RTW?)
Edit : take care about the mouths of Anduin, I have resized the islands there to remove the landbridge![]()
Last edited by Adjudant-Major; January 06, 2012 at 12:44 PM.
a right so there not inportant .
here is map_climates.
Spoiler Alert, click show to read:
Just resize those other maps to the size you have now