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Hello fellow Tyranid mod fans, although i am posting this comment here, it is primarily targeted at the Mod authors themselves, concerning a sub-modding question. I posted this message here in order to increase the chances that the message would be seen and replied to, by the mod authors.
While waiting for the upcoming version, i decided to refresh my tyranid mod experience by making a few new DOW 2 based icons of my favourite Tyranid Hive fleet - Leviathan, that would replace the original ones from Kraken. What initially started as just a icon remake which i intended to post online as a submod, turned also into a UI recolor project, as i quickly recolored the Kraken UI to the Leviathan colors in order to prevent color clashes between the two different color pallets.
My question to the Mod Authors is - Do I have your permission to include a recolored version of your mods UI, in my UI re-skin project which i intend to release as a submod for your mod. If the answer is Yes, could you also give me the name of the original artist that made your UI, in order to credit him.
Here is just a small preview of some unit, upgrade and ability icons, as well as a screenshot of the recolored UI, but note that they are not final, and subject to changes.
That Corrosion Grenade effect would look quite fitting as a Area of effect-Hit FX for a Death Guard Plagueburst Crawler. I love the added sound of all the effects!
Thx, I am glad that you like it!
Hello fellow AOTR community, i just wanted to inform you that i finished uploading a new LotR themed drawing, in this case my concept art is a direct suggestion for the visual look of Caran-Lambar, Terror of Nâfarat, a hero from the AOTR Haradwaith Faction.
You can see it as always by entering my profile or by using the direct link below :
Here are some notes about Caran-Lambars design, and the specific themes contained in certain parts of his overall look. I used the AOTR design cue and his abilities as a basis for my concept Forums.revora.net, but i also added some ideas of my own. As for his apparel, he is dressed as most of the people of Haradwaith, in colored robes and headwraps, with the exception that Caran-Lambars dress is more tattered and torn, adding to his theme as a savage brute. Further implying his exotic origin are his tusk/claw earrings and the different take on the iconic Haradrim back banner, which instead of cloth, is in this case made from Mûmak skin, colored with red clay and with a charcoal drawn lidless eye. I slightly modified the idea of him having golden rings around his shoulders, biceps, and lower arms by changing the material to copper, while also adding a copper helmet with copper-ring chainmail attached to it.
Finally his abilities were a huge inspiration for his weapon and upper body visuals. In the case of his Breaker and Dire Straits ability, he simply had to be equipped with a large blunt weapon capable of damaging buildings and knocking back units, which in this case is a large animal horn or tusk welded to a handle. As for his ability to increase his damage by loosing health, i decided that the harness that caries his banner should have many tiny razors embedded into it, making every of Caran-Lambars moves painful, further enraging him in prolonged fights.
A great model update indeed! Now they will blend even better with the Men of Anorien. Their new looks remind me of my old Soldier of Lebenin drawing from 8 years ago.
Ignore the first 3 questions of mine, i mixed the geography and thought they were a new unit for the Gondor rooster
I see what you did there with the boar tusks :D
Builtplace? Abilities? Use? :D I like the model veary much
Fair enough :)
A superb omage to my and our favourite LotR artist!
Honest oppinion: The model looks superb except the shield which has a rather warhammerish feel (Lothern banner) in itself. The shield looks to simple and crude for a High King of the Noldor and looks more human-made than elvish. Compare this to the shield of Gil Galad in the movie. What i especialy dont like are those tentacle shapes coming from the corners and the 4 basic stars - too much USA feel for me :D Fingolfin or Captain Beleriand!? :D
Hi guys, although the text below will be rather long, I had to use the ModDB comment section to post it as I could not use the mods discord channel, because I encounter the ,,cant claim account bug”. I hope that my suggestion will be seen before it gets pulled back to the previous page.
Anyway while playing several games with my brother, playing as and against the Misty Mountains faction, we came up with several suggestions that we think could improve some aspects of the MM faction, based on the feedback of playing multiple 1v1 and 2v2 matches. Here are the suggestions :
- Remove the possibility of combining moria goblin hordes(swordsmen+archer), and add it to the Gundabad Orc hordes (swordsmen+pikemen+archer combinations) for both lore and gameplay-wise reasons. (This suggestion is here to establish 2 identities to the MM faction, 1. The first half of the army, the rush, tar-pit units of the Moria goblins who should behave as an undisciplined rabble unable to be combined and who supplement their weakness with overwhelming numbers instead of tactics, and the second half represented by the orcs of Gundabad, who represent the drilled, semi-disciplined backbone army that should know how to form battle formations to counter various threats like cavalry charges, protecting archers and flanks etc, which in the current state is the other way around)
- Slightly increase the health of all Gundabad regular units (Swordsmen/Pikemen/Archers)
(The reason for this is that in all of the matches we played, we felt that the Gundabad orcs werent that impactfull on the battlefield compared to a unit of Uruk-hai or Variags, as that they melt down in combat far to quickly, even when not fully focused by enemy attacks, only becoming slightly more durable with the heavy armor upgrade. They should definetly be weaker than their Uruk-hai counterparts, but only in a slight measure. The cost and damage potential of the unit is fine as it is, so if there is a need to nerf something for the hp increase you coud increase the cost of the Gundabad barracks lv.1 upgrade or slow down their production speed.
Visual-The Big one !(Image links are below)
- Change the model (model only, animations should stay the same) of the summoned Drums in the deep Goblins to the miniature model of the Armored Goblin Town Mercenaries from Forge World, also seen in the extended edition of the Hobbit BOTFA when they attack Thorin and Dwalin.
( This quite big suggestion is based on several points 1. - The AOTR team has shown that they will accept and adapt in a fitting way non-movie/book ideas into their mod, as seen with the extraodinary units of the Castelans of Dol Guldur and the upcoming Great beast of Gorgoroth. 2. - Add more variety to the Goblin town units (currently there is 1 hero, 1 unit and several non combat models like the builder, woodcutter, archer) improving their combat presence and overal additionaly diversefyng the MM faction. 3. - The Ease of implementing. The models would use the same animations as goblin warriors showing that these goblin town warriors have some combat experience unlike the common GT rabble, also the base GT unit model already exists in the game so there would only be the need of modeling their armor and the captains helmet+armor texturing+rigging. 4. Biggest reason - diferentiate the ,,They are coming spellpower” and the Fortres ability ,,Drums in the deep”, as currently they share an identical theme and lore origin, representing the movie situation where an endless mass of goblins is emerging from the depths of Moria ready to attack the Fellowship. This theme fits the spellpower version perfectly well as you start to hear the drums and the goblins start to pour out of the depths below the barracks, but is contradictory for the drums in the deep fortress ability which summons goblin warriors on the surface, gameplay-wise this is fine but on a thematic side this is slightly off, and can be remedied by changing it to a different theme from the books or movies, for example the theme of Azog calling all his forces to join him in the upcoming battle for Erebor, and having fortress drummers on the surface who summon warriors who are also on the surface, heading to the mountain. Basicly evade situations where you would have 2 different abilities sharing the same lore theme or event, like having a Fires of Orodruin spellpower, and a Fires of Orodruin Sauron hero-ability, or a Summon army of the dead spellpower and a Aragorn hero-ability which summons several army of the dead units.
Bonus suggestion. Would you consider adding a secondary weapon to the Castelans of Dol Guldur unit, in the form of a parying dagger/short-sword, similar to their miniatures and also seen on one of your screenshots - Media.moddb.com
Thats all for now, here is a link for the goblin unit ...
Im going to take a small break for a while to recharge my creative energy after these four drawings :) , Im always interested in making more LOTR themed content, but i mostly prefer making ideas from scratch that havent been seen or made before, either as my own desire or based upon a suggestion which i like (In my case i made the Balchoth because i havent seen bfme mods with this easterling auxiliary unit, while the Guardian of Anuminas was made based on the suggestion of the mod db user by the name TheLastSilmaril.
Hi guys ! I just want to inform you that i finished uploading 3 new drawings, and that one of them is the idea that got the most votes in the comment section - a member of the elite dwarven unit of the Erebor Wyrm Slayers from the AOTR mod.
You can check the Wyrm Slayer and my older works by entering my profile.
I just wanted to tell you that I have noticed a bug in the game... The wheels of the Dwarven catapult dont turn :) it looks as if the Dwarfs are carrying the giant catapult :D
Its in the 3.1 version
Hahahah the joke was on the people who always ask the same question - when when when do we get get get :D ;) I just tried the Battle of Moria and it is superb!
When do we get 4.0 guys!? It has been 24h since the last update...
Hi guys im really looking forward to the upcoming Dwarf update, as it looks great as seen from the previews posted on your site as well from the streams of other players.
In the meantime i wanted to ask both the mod authors and the AOTR community on Mod Db to give me a suggestion for drawing a lotr themed unit concept of your desire as i just took several days off from work so i have the time to do some drawing, and i want to make it lotr connected as i have previously done a multitude of other works and i wanted to return to one of my favorite settings. The suggestion with the most + will win,
As a side note i just finished uploading a lot of my previous drawings on my profile page here on Mod DB, you can check them out here Moddb.com
(I know this type of message is more apropriate to be posted on the Discord servers, but i cant as i have the claim account loop problem)
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