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Hello guys i have just finished and scanned a new drawing-concept suggestion for a inn/mercenary unit for the Men of the East/Mordor/Dol Goldur Armies-a Balchoth Tribesman,you can see the drawing and an in-depth explanation of it by entering my profile or by following this link, as the file size is to big to embed it here -
The basic idea for this concept was inspired by the AOTR-mods excellent rendition of the Variags of Khand unit, as it inspired me to try my own attempt at designing a unit from the less known nations that inhabit the eastern parts of Middle-Earth. Although there was little information about the history and origins of the Balchoth i could find, 2 articles i used proved incredibly useful -http://lotr.wikia.com/wiki/Balchoth and Tolkiengateway.net . The basic motif of the drawing is clearly Mongolian, as it is chosen to be opposed to the Japanise/Chinese inspired Easterlings, also the name Balchoth is based on the Westron words balc ("horrible") + Sindarin word hoth ("horde") which clearly gave the idea which real-life culture should be used as a template for this unit.(I wont go in detail about the history of the unit as everything about them can be read on the 2 upper mentioned links).
Concerning the equipment of this particular tribesman, here is the a following explanation: The tribal Balchoth warriors are mostly equipped with leather armor as they lead a semi-nomadic life on the steppes and planes of grass in the East, which allows for an abundant storage of animal hides, fur and leather, particularly of horses, the small amount of iron ore represents a rarity and is mostly used in smiting tools and weapons, thus metal armor on tribal warriors is quite uncommon and is considered a luxury only seen on banner bearers and chieftains leading the warriors. Most of the metalwork is imported via trade with the Easterlings and is used preferably for protecting the head, neck and shoulders as these areas are mostly vulnerable when engaging a mounted foe like Rohhirim Riders or rival Tribes like the Vainriders/Khandians etc. As for the weapons, due to the history of combat with enemies that have mounted superiority, the Balchoth have developed weapons that although crude, and wrapped in horse-hair, are quite effective against mounted foes. The particular weapon on my drawing is clearly a combination of a Naginata and a Billhook, which allows the user to strike with large swings for severing a horses head or legs using te elongated blade, or for pulling a rider from the saddle with the barbed part. The weapons medium reach also allows for safe attacking of sword equipped infantry aswell.
In-Game this unit should be an inn/mercenary unit with disposable uses, used to take on cavalry charges or to tar-pit better enemy infantry, taking losses instead of the elite Easterling troops. As for their effectiveness, they would naturally be very effective against cavalry, and medium effective against sword infantry. They should lack the armor upgrade option, and be very vulnerable to enemy ranged units, relying on the support of your own ranged units to suppress enemy archers.
Hi guys :)
With this post i wanted to suggest you a small change to the recently shown Men of Dorwinion unit. Overall i love their design, especially the two feathers on the basic troop model as it is similar in style to the Numenorean/Arnor winged helmet, which nicely and visualy represents that the people of Dorwinion are the descendants of the Edain. The captain looks great too and looks impressive on his own, but i feel that his helmet with the centurion crest looks out of place visually and thematicly while standing near the basic line troops. What i suggest is that his helmet should be more similar with the Numenorian/Arnor commander helmets (Like Elendils, Isildurs and Anarions for example). In this case, the commander should have a single, large frontal feather instead of a metal plate. Thus the commander and basic troop helmet versions would have similarities in both their origin, design and material, allowing for a better visual and stylistic cohesion between the two.
For a better look on my suggestion i made a quick photo-shop image of the changes in order to better clarify my points mentioned above.
i wanted to tell that your Ostheer faction looks great! only with one small thing that bothers me: The structures look great, lots of concrete, steel, iron, barbed wires etc. but there is no foundation on which they are built upon. It looks as if they spring out of the ground. Is it possible to add a concrete flor underneeth the structures in order to conect them visualy better to the ground so it could look more natural, just as it was done to the vanilla structures?
Heres a link so you can see what i mean:
Yes yes it is ok to leave the projectile as it is. It was only important to me that you could add the smoke trail effect.
Concerning Darkness, it was just a suggestion, and you have the right to design everything as you wish :)
It is not even important to make the effect look like the one from BfME1 but to make it more dynamic, i only gave the BfME1 suggestion as i taught it would be the easiest way for you to implement something like that :)
Hello guys :) its me again...
Again with some suggestions :)
Last time i asked you about your opinion concerning the Mordor catapult missile effect ... Now i have a similar suggestion ... Again there is another effect far better, in my opinion, made in BfME1 than the one you use from BfME2 ... It is the Mordor Darkness spell effect! In BfME2 the sky just turns dark and the screen also and it is kind of dull, unthreathening and passive... In BfME1, the effect was dynamic and added a lot to the grim atmosphere! While playing one could hear Gandalfs words - That the storm is of Saurons making... Making easy passage for his Orcs... With the BfME1 effect, where the sky and screen get this eldrich dark red/black tone with sliding shadows of the clouds on the ground, the player could feel that something was coming, that the Orcs are moving...
Here is a link for a video in which you could see the effect taking place :)
Darkness effect on 9:00
Catapult missile with smoke trail on 10:00
Bonus question: Would you consider adding one more line of units for the Gundabad Orcs just as you did it for the Mordor Uruks? I think that would add the feeling of the vastnes of the Goblin and Gundabad armies, just as it did to the Mordor armies. It was a great idea to do that for Mordor.
You have my vote! And the blessing of the Elves, Man and ... well you will bless us with the Free Folk :D
Any suggestioan what potential unit would you like to see as a drawing? :)
Hello AotR Mod Team :) I am a great fan of your mod and especially of the art and design of your models. Elladan And Elrohil are superb! One could easely say that they look as if their design came from the Weta Studio itself! There are many more models that are a perfect fusion of the epicnes of the movies and the genntle love for every caracter represented in the books.
But to get to the point... I have a few questions and a suggestion :)
1) Suggestion: I have noticed that the Mordor catapult throws a simple ball of fire with a small flame behind it. It does not look realistic nor epic enough. This graphic effect is taken from BfME2 but in BfME1 the ball of fire with the small flame behind it, had another effect, a long line of smoke behind the fireball projectile. The whole composition of the projectile looked more realistic and frightening. Is it possible to add this small detail in the future as it would improve the visual aspect of your mod even further?
2) Questions: 1. Wuold you consider adding more diverse models to the Gundabad Orcs unit as they all look the same right now. 2. Would you consider updating Golfimbuls design as it is, in my opinion, not as good as the other models are?
Note: These two models are the only ones that bother me :D
If you want i could draw for you some concepts for Golfimbul :)
Best whishes, and get well and healthy before all else !
My reaction, and probbably of other mod-followers after seeing the latest post
I think we came to a small misunderstanding so ill try to clarify my previous post :), i definetley think that thunderwolf riders should be a single model, a vehicle/single unit if one can say, just as a krootox is single. What i was asking was- could a new unit be made but based only on the thunderwolf cavalry mount, but rescaled. Basicly this is what i suggest:
Just as Tau have a 1-krootox unit(single model per squad) and a 2-kroot hound squad unit,
so too should the Space Wolf have a 1- Thunderwolf Cavalry(single model per squad) and a 2-Fenrisian wolfpack squad ( 4 small wolves, without riders+cyberwolf as a "sargeant") i think that 5 models per squad that are reasonably sized would not have pathing issuses.
While reading some of the comments by several fans of your work and your replys i saw that you mentioned units like the ork Gorkanaut or Imperial Knights, which sounds incredible your mod sound more better with every drop of information you gift to us, but i have 1 question concerning the Space Wold Thunderwolf Cavalry unit.
Is it posible to use your model of the thunderwolf without the space marine rider, to make them smaler and make them use the animation of either the Dark Eldar Warp beast pack or Tau Kroot hound, whiceve looks better, because this way you can make a new space wolf unit- the Fenrisian wolf pack, and with a bit of work, their sergeant version the cyberwolf packleader. This is only a suggstion based on the posibility of using 1 model to make another but with different animations.
Here are some links of what i mean
Thank you for your quick and elaborate reply, it is realy nice to see a mod author that works with this high level of dedication and professionalism.
Also finaly working Tyranids :)
It is always nice to see a new mod rise up for a game like dow 1, and especialy if it brings new content of great quality as this one does!
But i have some questions regarding your superior looking models, i read that you made extra effort in optimizing their size witch sounds great, but can they be teamcoloured like vanila units, because it would be cool to have Goff Nobz or Freebooter Flashgitz to visualy differentiate when different players use the same units.
My second question ties in to the reply you gave to Excogitatoris-Logica, in the reply you mentioned taht you reworked ALL Tyranid models! I hope that in the future you add them also to your mod, beside the Space Marines, Orks and Imperial Guard additions as DOW 2 Tyraniids are well animated and still look and fit to dow 1 nicely, but in the many mods i played that have dow 2 tyranids, they dont have sound files attached to them which is rather imersion breaking. So im asking you if you would to add Tyranids to your mod, could you make them have sounds when they walk like kroot carnivores, roar and screech when they are idle, and when they attack and fire, as current models are dead silent, and it would be nice if you could hear the footsteps of a Tyrant with the sound files of a Daemon prince, or the Swarmlord to sound like the walking Greater Knarloc.
I hope that you continue your work and finish your mod, best regards and definetly a mod folow-track from me, and hopefuly of more people !
Thank you for the information, a new texture + new soundset means a even better model, i am glad to hear this.
Minivozhd you are truly a master crafter of dawn of war modding, you make the lifeblood of all other mods posible with your 3d models, i love your style as you make it blend-in perfectly with vanila DOW models, and i hope that you continue with your great work.
I have one question concerning the plaguebearers model, will you add to the model a death sound and a attack sound, i played with them in the mod Echo of Heresy and there they didnt have any sound at all.
Concerning your question about the Imperial Guards enemy, I definetley vote for the Tau Empire, the biggest reason for this is their preference of ranged weapons when fighting,and their humanoid apearance, thus they would be far more easier to implement oposed to the inhuman necron automatons and elusive eldar. For me its far easier to imagine fire wariors use riflemen animations, sub-machinegunners as tau path finders and breach teams, then howling banshees and necron warriors in the men of war engiene.
The second reason is, ranged combat, mow-as2 is a ww2 strategy game, naturaly it involse more shooting then figting in close combat, and a guardsmen vs tau combination would greatly preserve the feel of the original game.
As for maps, having these 2 civilized armies alows you to use standard mow2 maps with minor modifications that include changing bunkers and some buildings to fit the 40k style, but nature maps can stay mostly unchanged as they perfectly represent agri, paradise and undeveloped worlds for which these 2 armies fight for teritorial expansion rather then making custom ones to fit the necrons or the eldar.
This mod sure looks promising, i especialy like that you use dawn of war models as it makes your work somewhat easier than making models from scratch, you mentioned that your mod version will contain 2 cammo patern for the Imperial Guard, one gray-black whic is displayed in the preview images, will the second one be the standard colour scheme of Cadian guardsmen Games-workshop.com
Hey guys i just posted a suggestion on Modding union,concerning a model update of the Ered-Mithrin dwarf models, based upon one of the WETA workshop concepts,and thus i wanted to inform those who are regular on mod db, but not on MU to share their opinion about it.
A bit late of me but thank you nevertheless.
The Quality of the models is astouding, its beautiful !!! I hope that you will able to finish your mod as it looks promising and super awesome !
Has anyone encountered gamecrashes when zomming-in in taverns and forts of certain races. I had no problem with skaven, empire, beastmen ... but i get constant game crashes when imadwarf when i besiege any orc settlement, it works on the 1/2 of the combat map but when i move on the walls and see the inards of the keep tha game freezes+crash. I have great comp specs so its not my hardware, because at the curent situation taking enemy bases is imposible so i just wana knwo if anyone else has encountered similar issues.
Vaistinu Vaskrse, kralju Samotne planine !
I would love to see the launcher theme to be somethig from the movies, maybe Neil Finn and the song of the Lonely Mountain. It does not wish you goodbye :) but calls you to reclaim our long forgoten home an end the quest to Erebor.
E hvala na pozivu, vise volim cist Dow mada trenutno nemam vremena jer sam u studenskom domu pa je internet krs. Jel si mislio preko Game Rangera ?
Nisam, samo crtam :)
Hey i just uploaded the Zaphagor drawing suggestion, based from Adamins concept on Modding Union, and here is the link for Mod Db users, forgot to put it last time in my comment.
Hey guys I just uploaded a new drawing for a Zaphagor model update, sugesting more armor for certain body parts as some people in the comment section suggested,a small explanation for the concept can be found in the comment section.
I will be posting the official suggestion tomorow on Modding Union, but this is just in case someone else of the E-team or other people could see it sooner.
The changes that i am suggesting are the folowing :
-An Elbow Guard for his spell casting arm, in the form of a Iron Crown sigil
-Longer hair both in front of his head thats splits on two sides and longer hair on his back
-increased mass of fur for his shoulder area, similar to Ring-Theoden
-A Faceguard similar to a circlet, keeping his hair in place while also protecting his forhead and cheecks, without severely reducing his vision
Explanation: I wanted to make this model suggestion as a means of diffrentiating Zaphagor from other Angmar heroes,especially Mormanath,by adding some details beside the hair colour difference and size. First of all explaining the elbow guard and headguard. In Edain Team character bio Zaphagor is described as a former Arnorian soldier turned traitor and now a warrior-sorrcerer with un-natural healing properties who serves the Witch-King,The Headgear and elbowguard protect his vital spellcasting points while still beign rather light, thus no full plate and no nose guard,but alows easier movoment and clearer sight for spellcasting.The idea for more light armor is to protect the parts where he will probably be attacked the most- if you cant kill him because he heals to quick, at least stab, crack or shoot at his unprotected head or lightly armored hand to silenc him for a while. Also the Upper part of the headgear is a parody of the royal arnorian helm, replaced by iron crown iconography, with the intent to provoke former brothers-in-arms while in battle. The longer hair shows Zaphagor as more barbaric oposed to the elegant Mormanath, and the extended fur would make him apear bigger on top, rather then in the waist further enhancing his savage side, carelessnes of any other thing than battle.A more pale face with scars and darker skin arount his eyes would show that dark gifts of the Witch King come at a terible price.
The inspiration for this suggestion comes from Adamins concept artwork and the basic idea from two actors that i imagined as Zaphagors role when i read his story :
Vladimir Kulich as Buliwyf Geekshizzle.com
Clancy Brown as the Kurgan Vignette2.wikia.nocookie.net
I know that he looks like Arthas, but i think it is imposible to differentiate because Zaphagor was initialy released in Lich King armor thus creating a Halo Effect for all future renditions.
I just love your Dying Sun dark eldar colour pattern, it has a nice contrast and the light/dark tone is excellent, i love your work as you have shown some love to the dark eldar and sisters factions as they definetley lacked good colour schemes.