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Ranger Camps In the Angle

bender400

Custom Inventory Specialist
Credits
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XP
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How long have you been on the server?: Over two years.
What is your current rank?: Artist.
Who have you contacted to help you out with this project?: Kisos, Mandos, Ardelenia.
Have you been part in any projects before? If yes elaborate what you did: Nope, first one.
Is the project on the list of available projects? Yes.
In what amount of time do you think this project will get done? The camps themselves would probably take not much longer than 1 week, a rough guess for the terraforming would be 1-2 weeks.

Project Name: Ranger Camps

Project leader: bender400
Reserve: Kisos
Others: Ardelenia, Mandos


Lore:
After the fall of Arthedain, some of the northern Dúnedain became the Rangers of the North in Evendim. The rest of the Dúnedain population of Arnor retreated to the Angle south of Rivendell.

Project Introduction


When Arnor collapsed, all of Eriador was in disarray, hobbits survived in the shire (somehow they did, gateway doesn't say much) lesser men survived in Bree (again, not too much info), but the remnants of scattered dunedain survived in the Angle located south of the Trollshaws in a small camp/settlement. We mean to build a sorta main H.Q type thing, then make surrounding watchmen outposts.

Plans:



Areas like these would be optimal for the camps:



Yellow = Project Perimeter
White = Fords
Blue = River Section That Needs Terraforming
Dark Green = Forests/Groves, the circles around the ranger camps mark groves the tents have been set up in.

Light green = Camps

The white "1" signifies the H.Q, or the main settlement.

Project Concepts:





STAGE 1. Mark location of each camp.

STAGE 2.
Terraform river, forests, and possible hills, plus fords.

STAGE 3.
Create outposts and main settlement at the specified locations chosen in stage 1.

Jobs for The Adventurers:

Two possible adventurer jobs that could be hosted during the project are rootfixing for the voxeled trees, and road building for possible paths/roads connecting each outpost.
 
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Currently we, or especially I myself am looking into some MERP (Middle-Earth Roleplaying) stuff which is very authentic made up lore; in there are featured various settlements and fortifications; however these are all set at around 1640 T.A., so Ranger Camps may still be possible in the ruins of these locations, but still I'd like to ask you to hang on with this until I sorted out all the MERP lore (which is very tedious work indeed) and I had a word with other staffs about such things
(Locations like old Bareketta and Maegoth, and actually the entire WP map come from MERP)

Edit, check out this link here for an impression of the stuff:
http://rpol.net/display.cgi?gi=38920&ti=5&date=1308588195
 
Currently we, or especially I myself am looking into some MERP (Middle-Earth Roleplaying) stuff which is very authentic made up lore; in there are featured various settlements and fortifications; however these are all set at around 1640 T.A., so Ranger Camps may still be possible in the ruins of these locations, but still I'd like to ask you to hang on with this until I sorted out all the MERP lore (which is very tedious work indeed) and I had a word with other staffs about such things
(Locations like old Bareketta and Maegoth, and actually the entire WP map come from MERP)

Edit, check out this link here for an impression of the stuff:
http://rpol.net/display.cgi?gi=38920&ti=5&date=1308588195

Yeah, I see what you mean. I've been thinking about adding that kind of thing, the scaffolding tower would probably be in such ruins.

I'll work on a concept.
 
Added a nice shot of good ol' bfme ranger camps, basically the ones we'd make would look like those, except also with sorta leaves draped over the top of them for extra camouflage.
 
Sorry for the lack of updates, but there won't be any for awhile until either Freca's Fortress or Mt. Gram are finished.

I might throw in some more concepts soon though.
 
Sorry for the lack of updates, but there won't be any for awhile until either Freca's Fortress or Mt. Gram are finished.

I might throw in some more concepts soon though.
Im still working on the MERP Rhudaur stuff, coming along nicely, hopefully have everything together soon. There will be many ruins that can be used for camps!
tCUm8kV.jpg
 
Many apologies. Since freca's fortress and mt gram were up at the same time, being rather busy and hectic irl, as well as simply being busy as an artist, I dropped updating this project awhile back. I am now going to pick up from where I left it, and with some skill, help, and a tiny bit of luck, hopefully it'll be a success.

@Finrod_Amandil have you finished sorting out the MERP lore?
 
For the smaller camps, or watch camps that are in groves, I was thinking something like this;



These are the steps for making a basic watch tent;

1. make base tent blue, then splotch with brown wool, green wool.
2. speckle with dirt.
3. add camo leaves.



Nice areas for watch tents/towers would be spots like this, a few tents on each side of the road just out of view;



In each "lookout/watch camp" there shall be 2-4 tents, along with one supply tent.

I also edited the original thread; @Ardelenia is an artist now.
 
Would be cool to see some watch platforms in trees, sort of like flets or the houses in the Southern Marshes:D Some larger trees would have to be added to your current concept, but I think you could pull it off.
 
I have sorted out MERP at least for the Angle, however I want to bring it up the staff meeting that shall take place soon and discuss there whether / how much we want to rely on MERP. Below you can find a map which shows all locations that were once existant during the Third Age, most of them are abandoned by 3001 T.A. and most of them only some leftover ruins, same for the roads, the big exception being Fennas Drunin which is still inhabited. Names held in purple are towns or villages, orange mark the five Gondyrn ("Stone Trees") which are watchtowers to guard the roads (the fifth one is part of the town Thuin Boid). Some of them may even have been maintained by the Rangers until 3001 T.A., the other locations would still make nice spots for camps.
6Zrs0jJ.jpg
After we made that decision ill assemble you some lore on each location, but you can also do some research yourself, google is your friend ;)
Additionally you may want to try some concepts for castle ruins (with or without camp), I imagine something like this:
denbightw03.jpg
43cff3bfa765d125987a0e2d8fa3acc1.jpg
 
Yeah, I'll pull together some ruin concepts, watch tower concept (maybe even disguised as a tree G; ) and a new map going with the new locations.
Oh, also @Finrod_Amandil who will be terraforming the Bruinen? Will the course of the river change much from the map you posted?
 
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Alright, here are the new concepts of the day;



In the first few images you have a ruined keep that used to have 8 turrets wrapped around it, now inhabited by dunedain who added a hidden entrance.
I decided to take a few pics from the forest concept of the keep to give the feel I want for the project on main.
MdA built a med tent with a multi-type leaf camo net which I think works very well, and will probably take the place of only using birch.
The last few images show a ruined tower that MdA also built - this type of ruin would be scattered about all over the angle, forests, groves, hilltops, etc.
I will probably now make a watchtower, along with an updated map of the MERP locations.


Thanks @ImaginaryMdA for the help with the ruin concept, and the med tent.
 
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Here's an updated map using yours @Finrod_Amandil
How big are each of the ruins? are they the size of towns? or simple keeps and forts?
I wonder if I should extend the time it shall take to do this project.



In the keep concept with the 8 turrets, I fear that having tons of structures that size scattered about would be a bit much, so instead I will probably be using smaller forts called tower houses.

 
How big are each of the ruins? are they the size of towns? or simple keeps and forts?
Thats very different, try to google the names, for many you'll find even detailed maps from MERP, also check out the table I gave earlier, there you have population numbers which may help to estimate their size aswell as how ruined they should be.
 
Okay @bender400 you have gotten Designer in the mean time, so I give you the okay to give this a go. I dont know how experienced you already are with voxel, so you may need to find yourself someone to show you how to tackle the terrain rework. However I would also welcome it if you decide to focus on Lond Daer first.
 
Okay @bender400 you have gotten Designer in the mean time, so I give you the okay to give this a go. I dont know how experienced you already are with voxel, so you may need to find yourself someone to show you how to tackle the terrain rework. However I would also welcome it if you decide to focus on Lond Daer first.

Awesome, thanks, I'll probably wait until ld is well on its way first, then I'll begin.
 
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