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Hello fellow followers and friends,


As I stated a long time ago, after I announced the hiatus of the mod, that I still have something to show you. And I was not lying because it is here, the Erebor Gate, and with the help of my invaluable friend and colleague from SEE, MattTheLegoman, we managed to get it in an unbelievable map of enormous scale!

I cannot express in words how excited I am, and also I think it is the same for Matt who worked closely with me, to release this to public and officially announce that this will be present in the next release as a bonus part for Dwarf fans.

As you can probably guess, my part in this was the Erebor's Gate's model and texture along with the big statues before it and of course the Iron Hills soldiers we have seen before in pictures of the mod. The gate is immense and created on original movie-size but for the map it was scaled to 0.40 to actually fit it.

Matt spent dozens, hundreds of hours spent on the map design, texture, cliff design and putting all the stuff together and also the animations we see in the video. All videos are captured by him and edited by me. However you will see a more plain video of the gate shortly, the original video made by Matt (like a Director's Cut).

Speaking of that the map will also be used for SEE's Director's Cut only with a different perspective on the gate and possible another gate model (so that means I'll probably be less involved in that).

The funny part of the story is at at first the Gate and the Map have been started in parallel and we didn't know of the each other's existence until we finally talked about it. So I had a Gate, Matt had a map so we said "yeah let's bring them together!".

So before I let you enjoy this short preview of the map, I would like to thank a lot Matt for his extreme effort in making this happen (a help that I'm very sure without it this probably wouldn't have happen) and expect some more screenies with the map and gate soon.



NewErr and MattTheLegoman

An announcement about the future of the Ridder Clan Mod

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Comments  (0 - 10 of 2,130)
LordMaus
LordMaus

My vote is yours Ridder Clan Mod^^ Thank's to that Erebor Gate for sure hehe^^. Continue for your hard work always please. I hope that we get some release at 2017 for sure. We wait for a long time already^^.

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ThorinsNemesis
ThorinsNemesis

I've been following the mod for some time, and I have to say I am amazed by the quality of the models (especially the Erebor gate :D) and that even if there are hardships in doing it by yourselves it still looks really promising! :)
I wanted to ask, even if the mod is being made slowly, is there a rough idea when the next release might be(summer 2017 maybe?)?

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NewErr Creator
NewErr

Late Spring - Early Summer 2017

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ThorinsNemesis
ThorinsNemesis

Thanks for the info, I'm looking forward to it. I'm sure it'll be great! :)

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NewErr Creator
NewErr

We're on hold for the moment tho.

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ThorinsNemesis
ThorinsNemesis

Oh ok. But the mod will be really good when it is released :D

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NewErr Creator
NewErr

Owww yeah!

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ledernierrempart
ledernierrempart

do units got the team color on them or is it like edain where you can't distinguish your troops from allies or ennemy ones?

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NewErr Creator
NewErr

Team colors are disabled yes.

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ledernierrempart
ledernierrempart

and so are the surrounding color of unit selection.. is is a terrible idea. i really dont understand why you got rid of gameplay element that actually enhance the game and make it more enjoyable.

i don't know if its because of the 3.0.0 version but your mod is the exact same as vanilla except with less faction, less visibility but with bfme1 fortress available.
thats how i see your mod right now.

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NewErr Creator
NewErr

Yup. That's exactly what V3.00 is. We said it before and I will say it again. In V2.00 we encountered a bug that made the game crash very often and after several real attempts to fix it the last solution was to recode the entire mod from scratch. Yup...

And since V3.01 release I'm working pretty much alone, so progress is very slow since I can't commit so much as before cause of job and others. So yeah except some help from other parties I'm pretty much alone.

I was not aware of the selection sorrounding bug. I will take a look.

Thanks

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Battle for Middle-earth II: Rise of the Witch King
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Community Rating

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8.4

191 votes submitted.

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Highest Rated (12 agree) 10/10

After Geel contacted me and provided the fix I gave the mod another chance. At it's current state the mod is doing good. There are some maps that do not support BFME1 and/or 2 mode so they end instantly and few other things that need to be tweaked.

All together, I have decided to give this mod a 10 only because the mod creator is personally taking his time to get the mod working for individuals and I honestly do believe that after few fixes it will be a mod worth playing.

Regards,

Chernobog

Sep 22 2011 by Chernobog

Lowest Rated (4 agree) 3/10

Complicated to install, lacks maps, graphics for certain structures need updates. Multiplayer is far to complicated to be practical.

Dec 24 2011 by DeathCultist

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