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Cancelled Misty Mountains [Part 3 - High Pass]

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Finrod_Amandil

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It is very necessary to tackle the Misty Mountains by the proper path, or else you will get lost in them, and have to come back and start at the beginning again (if you ever get back at all)

Hithaeglir
aka
The Misty Mountains

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PART 3:
High Pass
Entrance to Goblin Town
Eagle's Eyrie

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/warp Rivendell

Project Leader: Finrod_Amandil

Resource Pack: Eriador

1. Contents

Click titles to get to respective posts.
 

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2. Introduction
I called this once the "largest project" which is now being put into perspective with Moria going on beneath the Misty Mountains. This project is what I spent most of my former days as Designer and Head Designer with and now I felt like it's about time to pick it back up again. As @barteldvn has noted correctly, eventually these peaks may get redone using World Machine, but that day seems still far outside the foreseeable future. And given the prominence of this terrain feature and its relevancy throughout all of Tolkien's stories, from the awakening of the Eldar at Cuiviénen all the way to the challenges the mountains pose to the Fellowship of the Ring it seems no waste of time to continue these mountains.

Any staff or holder of a Voxel badge is welcome at any time to tune into this project - of course given a prior check with the Build Heads - other projects take priority. Furthermore, jobs will be available within the mountains, and maybe even a contest at some point.

Course of action
The rough course of action as intended by myself looks about like this:
  1. Finish materials (incl. vegetation) and the Gladden Pass road in the section "Part 2 - Gladden Pass" (cf. Misty Mountains [Part 2 - Gladden Pass & High Moors]). There's not really any lore about the mountains there except that there is a pass there. I will however not further touch the lowlands in the vale of the Anduin as that is the matter of a lot of discussion and intricate detail planning as the lore of the Vale is very extensive but not at all straightforward.
  2. Detail planning for the mountains around the High Pass, again leaving out the Vale of the Anduin mostly.
  3. Terraforming corrections in the High Pass area to be able to fit in all features laid out in the Hobbit. Make a "clean" transition towards the parts further north which have a much lower significancy and thus may not be tackled any time soon.
  4. Continue with section around Isengard to finish the Misty Mountains towards the south. Have the idea to produce a neat little timelapse showing the complete conversion of WP terrain to voxel / handmade.
  5. (?) Vale of the Anduin (to be determined)
 
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3. Lore
The Gladden Pass

The Upper Anduin Vale & Gladden Fields
The Lord of the Rings - Book II - Chapter 3: The Ring goes south said:
The country was much rougher and more barren than in the green vale of the Great River in Wilderland on the other side of the range, and their going would be slow; but they hoped in this way to escape the notice of unfriendly eyes.


The Migration of Hobbits and about Men in the Vale of the Anduin



------------------

The path to Rivendell

Elrond's side note that there are goblins in the mountains
The Hobbit - Chapter 3. A Short Rest said:
Thorin pondered these words. "I will keep this sword in honour", he said. "May it soon cleave goblins once again!" "A wish that is likely to be granted soon enough in the mountains!" said Elrond

The High Pass Road - western approach

Thunderstorm on the High Pass, Stone Giants and entrance to Goblin Town

<Orc town and riddle caves not part of this project>

Exits of Goblin Town

 
Down the mountains, Warg glade and Eagle's Eyrie

The Carrock

After the Battle of the Five Armies




Miscellanous

The Lord of the Rings - Appendix B said:
c. 2480. Orcs begin to make secret strongholds in the Misty Mountains so as to bar all the passes into Eriador. Sauron begins to people Moria with his creatures.




 
4. Overall Project Plan
Items marked with "-->" are projects within or close to the Misty mountains but are treated as separate projects, not part of this project.
  • 1: Moria [Done]
    --> Moria
    Moria West Gate w. Lake and Stairs, Walls of Moria
    Moria East Gate
    Redhorn Pass
    Dimrill Dale/ Nanduhirion / Azanulbizar
    Mirrormere
    Falls of Nimrodel
    Silvertine / Celebdil / Zirak-zigil with Durin's Tower
    Redhorn / Caradhras / Barazinbar
    Cloudyhead / Fanuidhol / Bundushathûr
  • 2: Gladden Pass [In Progress]
    Gladden Pass Road [In Progress]
    Gladden Fields [Done]
    High Moors of Rivendell [Done]
    Fords of Bruinen [Done]
    Hollin Ridge [Done]
  • 3: High passes [In Progress]
    --> Rivendell
    --> Goblin Town
    --> Vale of the Anduin
    Route of Thorin's Company ("a high pass") [ToDo]
    The High Pass (route taken by Glóin in TA 3018) [ToDo]
    Goblin Town Old Main Gate [ToDo]
    Goblin Town Front Porch [ToDo]
    Goblin Town Lower Door [ToDo]
    Warg Glade [ToDo]
    Great Shelf (Eagle's Eyrie) [ToDo]
    Eagle's Eyries [ToDo]
    Carrock [?] (done but may need to be moved / redone to match descriptions)
    Beorning Toll Stations [ToDo]
    Beorning watch towers [ToDo]
    Secret Orc Strongholds [ToDo]
    (Éothéod ruins)
    (Beorning settlements)
  • 4: Dunland [ToDo]
    --> Dunland
    --> Isengard
    --> Fangorn
    --> Wellinghall
    Nan Curunír
    Methedras
  • Mt. Gram [Done]
    --> Mt. Gram orc stronghold
  • Coldfells / Ettenmoors [ToDo]
    --> Rhudaur
    --> Mt. Gundbad
    Nazgûl tomb from the Hobbit movies
    Orc caves from Born of Hope
    Passes from MERP

 
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4.1. Lore analysis
Given the primary literature quotes from above, I derive the following points for the map features of the area of the Gladden Pass and High Pass:
(Facts that were already applied, i.e. vegetation in the Gladden Fields, or the High Moors, are not discussed anymore)

Timeline
~ 1100 TA (1901 years ago): The Stoors leave the area of the Gladden Fields westward due to the rising threat of Dol Guldur and Angmar and increasing number of Men settling in the area.
1356 TA (1647 years ago): Some Stoors return from the Angle to the area of the Gladden.
~ 2000 TA (1001 years ago): The Éothéod move from their lands between the Carrock and the Gladden northwards to the sources of the Anduin. Reasons are many Men living in the middle vale of the Anduin at that time, and the increasing threat of Dol Guldur.
2463 TA (538 years ago): Sméagol finds the One Ring in the Gladden Fields. Thus at that point there are still Stoors living near the Gladden.
~ 2480 TA: Orcs build secret strongholds to bar the passes into Eriador. Sauron settles Moria with Orcs.
2489 TA (512 years ago): Start of Cirion's rule over Gondor. "Fierce people" under the shadow of Dol Guldur keep raiding in Rhovanion, leading to the area below the Gladden being largely deserted.
2510 TA (491 years ago): Battle of the Field of Celebrant between Gondor, the Éothéod, Orcs and the Balchoth. After that foundation of Rohan and migration of the Éothéod from the upper vale of the Anduin to Rohan.
2941 TA (60 years ago): Events of The Hobbit. Afterwards Beorn erects a strong realm in the Upper Vale of the Anduin.

Discussion of map features
  • Roads
    • There is a pass at the source of the Gladden River.
    • The path coming from the Gladden Pass passes through the Gladden Fields. Probably this is the easiest way to cross the Anduin in this area without a huge bridge.
    • The high pass road the Company of Thorin take is most likely not the same as the "High Pass" Glóin takes to get from the Lonely Mountain to Rivendell. This is further emphasized by the fact that Gandalf mentions that the former main gate of Goblin Town is placed on a different pass, which then was no longer used due to that. My interpretation is as following: There is a pass which is relatively easy to travel which forms the connection between the formerly very important Great East Road and the Old Forest Road, built and maintained for a long time by the dwarves as means of travel between Erebor, Gundabad, Moria (had only an Eastern Gate for a long time) and the Ered Luin in the west. That is "the" High Pass. Further mentions of this are that the Last Alliance used this way at the end of the Second Age (it is mentioned that the bridge over the Anduin at the Old Forest Road was renovated for the army). Also I assume that Isildur, when he traveled from Gondor to Arnor via the Vale of the Anduin in TA 2 used this pass (he got ambushed in the Gladden Fields tho).
    • Something that seems like a contradiction is Glóin's statement that the "Fords of Carrock" are well maintained, versus Gandalf stating that its only possible to get from the eastern bank to the Carrock, but not across all of the Anduin, as there is a sheer cliff on the western side. The compromise could be that the Beornings built the second part of the Fords after the events of the Hobbit. Given the LotR (TA 3018) is set 17 years after our server is set (TA 3001) we could even represent the road as being under construction.
    • Given multiple mentions of "many passes" (once in the Hobbit, once related to the route of the Last Alliance), even more passes might be eligible.
    • The Fellowship of the Ring's travel through Eregion was explicitly noted to be arduous, and a comparison of the terrain is drawn to the Vale of the Anduin. It is implied that the travelling there would be easier, but more dangerous. This seems to be the only argument why the Fellowship of the Ring discarded the option to travel over the same pass as Glóin used to travel from the Lonely Mountain to Rivendell. Glóin said the pass he took was guarded and safe, but seems like the middle Anduin Valley between the Carrock and Lothlórien is dangerous to travel, most likely due to Orcs, as Frodo sees when on Weathertop. (Dol Guldur is not occupied by Sauron at that point, but maybe by Orcs). The Vale has been inhabited by multiple folk before (Éothéod) and at the time of the server (Beornings), so roads are not unlikely. Also Isildur traveled through the Vale of the Anduin while his target was Arnor, west of the Mountains, naming it "the path Elendil took".
      --> Roads / paths in the Vale of Anduin
    • Many deceptive paths leading nowhere on the western side of the misties, as mentioned in the Hobbit. Maybe leading to Orc strongholds / ambushes.
    • After exiting through the Back Door / Lower Door, the Company of Thorin / Bilbo travels on distinct paths for a while, presumable made by Orcs. Both Bilbo and Thorin exit Goblin Town through the same exit. However it is a mystery to me how Gandalf and the dwarves remained in Goblin Town for almost three entire days...


  • Settlements
    • Hobbits (Stoors): The most recent report is of Gollum finding the one ring, 500 years ago. There's no concise indications that the Stoors have left the area since then, but may have been forced away by Orcs.
    • Éothéod (Rohirrim): Abandonded ~1000 years ago.
    • Beornings: No clear accounts for this area. It's likely that the "many men" that drive the Éothéod northwards around TA 2000 are Beornings. Given the implied relatively rapid erection of the realm of Beorn after 2941TA there are still numerous Beornings living in the Vale of the Anduin, thus making up the most settlements. Beornings herd sheep (which get occasionally stolen by the Eagles) and are very good bakers (as praised by Gimli).
      Glóin in TA3018 states that the High Pass is well maintained and guarded by the Beornings, but the tolls are high --> Structures of the Beornings for collecting tolls and guarding the road (towers). They may however still be under construction as Glóin's news are voiced 17 years after the server is set.
    • Orcs. Many many sources speak of many Orcs in the Misties. Even multiple secret strongholds are mentioned. After the Battle of Five Armies, they retreat into their strongholds, but do not leave the mountains, as is seen by Frodo when wearing the Ring ontop of Amon Hen ("orcs issueing out of a thousand holes"). Also the Eagles' watch forces the Orcs to stay out of sight, thus making overground orc camps less likely / frequent.
 
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5.1. Detail plan (Gladden Pass)


5.2. Detail plan (High passes)
Features & detail discussion

  • Great East Road: Built by the dwarves and maintained by Arnor (especially Stonebow Bridge and Last Bridge). From around 2941 TA onwards the Beornings maintained and protected the High Pass (which is the GER's crossing of the Misty Mountains), as reported by Glóin in TA 3018. When Bilbo travels the road in 2941 he reports that the road gets worse and worse from Bree onwards (Quote "he splashed along behind the others in a very muddy track"). In TA 3001 the road may be in good condition thanks to the Beornings who had up to 60 years available to revamp it. There could also be small scenes of a road revamp being under construction.
  • The High Pass (GER): Not the road, Thorin's Company takes (cf. Lore Discussion above). The High Pass (GER) should be one of the easiest passes to cross the Misties on, especially easier than the pass of Caradhras and the high pass Thorins Company took. It was heavily used for trading, thus even usability for carts and similar should be granted (--> not too steep, no too tight curves, 3 blocks wide). Features main entrance to Goblin Town (as mentioned by Gandalf), new Beorning fortifications to guard the road and also a toll station (Glóin mentions high tolls), probably rather towards the eastern descent, where the Beornings live. No overground orc camps as the High Pass on the old map featured (It is mentioned that the Eagles guard the misties which requires the orcs to hide underground).
  • High Pass (Thorins Company): As discussed above, a different road than the GER High Pass. The road is "crooked" (--> serpentines), and at some point Bilbo can look back over Eriador, so such a viewpoint should exist as well. They see boulders falling down the mountains over the path, so could well be that some land on the road and damage or partially block it. When the thunderstorm hits, they are in a place high above the valley bottom, with a sheer drop next to the road. They shelter below an overhanging rock wall. Regarding snow: The Company takes the path in mid summer, so there may be more snow during the time of MCME than during the Hobbit. On the eastern side, the road follows an (unnamed) stream joining the Anduin, leading to a deep Ford at which the Anduin can be crossed with ponies.
  • Additional roads: On the ascent of the pass road Thorin's Company takes it is mentioned that "There were many paths that led up into those mountains, and many passes over them. But most of the paths were cheats and deceptions and led nowhere or to bad ends; and most of the passes were infested by evil things and dreadful dangers". Some roads can lead to the mentioned orc strongholds, some may lead to abandoned huts (i.e. hunting lodges), again others may just be roads that became overgrown over time.
  • Front Porch: One of the entrances to Goblin Town. A cave located right on the road the Company takes, accessed through a small arch (pony's get through with a squeeze). The cave itself is fair in size, large enough for all ponies, dwarves, Bilbo and Gandalf to sleep comfortably, and even many goblins fit in, once they ambush the Company. Hidden door at the back of the cave leading to Goblin Town (separate project).
  • Lower Door / Lower Gate / Back-Door: One of the entrances to Goblin Town. Said to be used for raids into the Vale of the Anduin. Large stone door. Outside, "there were a few steps running down into a narrow valley between tall mountains". There are trees in that valley. At a later point, Bilbo is "on a stony path winding downwards with a rocky wall. on the left hand; on the other side the ground sloped away and there were dells below the level of the path overhung with bushes and low trees." I suspect, Bilbo follows this path all the way from the gate. It's not clear what "lower" relates to, but most likely the gate is less high up than the Front Porch. Distance-wise: The company was inside Goblin town for 2-3 entire days during which they walked "miles and miles", so the distance can be significant.
  • Warg glade: Meeting place of the goblins and wargs. Glade in a forest, mentioned trees are larch, pine and fir. There is no mentioning of it being at a cliff as seen in the movie.
  • Great Shelf and eeries: Multiple eeries are mentioned, but only one by name. No access by foot, cliffs.
  • Carrock: Great rock within the Anduin, well worn path with many steps leading down. Fords to the east shore but not the west shore. This however stands in conflict with a statement of Glóin that mentions the "Ford of Carrock", implicating it is possible to cross the entire Anduin there.
  • Valley of Rivendell: Hidden, deep valley, with zig-zag path down into it, stream through it. Rivendell should be farther away from the actual misty mountains, but given we don't have the laterl nor the vertical space to achieve that easily, and it would be a massive amount of work, this is neglected for now. Only described path leads through the High Moors of Rivendell. However, it is implied that Thorins Company leaves Rivendell on a different path as they "ride off", while the path they came from was not suitable for riding. The Atlas of ME suggest a windy path out of Rivendell northwards.
Spatial relations:
  • Rivendell lies south of the Great East Road and both High Passes (assumption, based on that the Fellowship does not cross a road such as the GER after leaving Rivendell southwards. Also its barely possible to still put the GER south of Rivendell due to High Moors). The GER should not be too close to Rivendell though (secret!).
  • The Great East Road leads to the Ford of Bruinen (explicit), however, it is barely possible to make the GER cross the Bruinen, as it should continue north of the Bruinen as it should be north of Rivendell and Rivendell lies on the Bruinen which would mean the GER has to cross the Bruinen right after the ford again which I deem unlikely. The compromise I will go with is, that the GER will lead TO the Ford, but not over it. The ford's main use is the connection to the large road leading south into Hollin.
  • The High Pass (GER) lies south of the high pass (Thorin's Company) (assumption, personal preference and as implied by the Atlas of ME (p. 103, map of Goblin Town)) The High Pass (Thorin's Company) joins the High Pass (GER) during the eastern descent, and leads to the same ford.
  • The back-door is north of the high pass that Thorin's Company intended to use (explicit).
  • The path out of the back door leads constantly down (explicit)
  • the warg glade is lower and further east (implicit) and south (explicit) than the lower door.
  • The Great Shelf is closer to the mountains (implicit) and further north (assumption) than the warg glade, and not too far away (can't hold on with your hands to an eagle for very long).
  • The Great Shelf is at about the same latitude as the Carrock (assumption). Beornings live further south (explicit).
  • The Carrock lies north of both high passes (explicit).
 
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6. Glaciers

Link to swiss map of the area with the most glaciers in switzerland:
map.geo.admin.ch

0. The initial situation should be your glacier valley, all in stone, and your glacier being in stone already present.

1. Dig out the glacier so you get the empty valley. Start with /b e lift to dig down around 6-12 blocks (depends on glacier width) and then make a nice u-shaped valley using /b e melt and /b bb. You can use /b bb quite extensively to smooth here as the valley bottom mostly wont be visible anymore afterwards.

2. Fill in the glacier with sand, using the /b fd brush. The decline depends on the terrain, but make it regular. In the upper end section however the glacier should get steeper and blend with the mountains surrounding that area (called a "cirque").

3. Use /b bd to refine the contours of the glacier levels. At the upper start the levels are alwas shaped concave, this means that the sides are further down the valley than the middle. Wide glaciers though get more and more convex: the middle is flowing faster then the edges. Most glaciers are too narrow to get convex though, there the levels end mostly straight or slightly concave. Long story short: Check out existing glaciers!
Smooth out the levels to get homogenous curves (/b bd / by hand).

4. Replace the top layer of sand (depth 1!) with Snow Blocks (ID 80)

5. Replace the rest of the sand with packed Ice (ID 174)

6. Optional, but recommended: (Can also get done after adding the wool)
Add a few glacier ravines at the top, where the glacier starts to flow.
Glacier ravines shall be pretty narrow and as deep as possible; you can't see any stone inside the ravine!


7. Adventurers / Artist Job:
As placing the layered snow by hand takes ages, for every layered snow height one color of wool concrete is placed and after that replaced with the respective block using voxel.
Note:
- Use Eriador pack and use the concrete colors seen below as this is visually easiest to understand what color represents which height.
- (Make sure under every wool block is snow, not packed ice! Else the layered snow will just disappear.) <-- Not necessary anymore with no-physics, but still recommended.
- Use every concrete color in equal amounts, also if the levels are really narrow (cf. images below)
- Green concrete represents full block height layered snow. Their use is to prevent lightbugs that would occur when layered snow of any height is placed next to a solid block. Thus green concrete has to be used differently than other concrete colors and should always be placed before all the other concrete.
Green concrete is added along the contours of every level and the sides of them. Be sure to surround the solid blocks (snow/stone) completely, also on the corners! (cf images)
- Don't merge the glacier with the mountains on the sides, let the levels run straight into the mountains resp. green concrete lines.
- In narrow levels, any other concrete color can be placed onto green concrete; treat green concrete as if it were normal snow blocks. In contrary on very wide levels a few normal snow blocks at the bottom of each level should be left free. Together with the green wool they make up the "zero" height layered snow layer.
- If you have glacier ravines, make the snow along the edges descend a bit into the ravine. Add some layered snow into the ravines.
Narrow levels:

Flat levels:


8. Replace the concrete with layered snow using Voxel. To make that quickly, build yourself this tool:
Now you can right-/left click with the arrow/gunpowder to quickly set place and replace IDs and data values. Just sneak+left-click the snow blocks and sneak+right-click the wool blocks. (After the first one you only have to set the data values again with the gunpowder)
Start with the green concrete!

Video of this job:

9. Artist Job:
Detail the tunnel under the glacier.
- (Staff) Use /b b mm with /vr 174 and /v 0 and decreasing brush size to dig the main tunnel. Dont dig in much further than half of the glacier length, use dynmap or minimap to check your location.
- (Artist) Refine tunnel shape, add and break some ice blocks to give it a natural and interesting shape.
- (Artist) Dig out a 1 deep riverbed into the (stone) tunnel floor. The width should be so that on each side of that trench is still one block between trench and tunnel wall.
- (Artist) Dig many 1x1 block crosssection tunnels into the sides of the main tunnels and fill them with water flowing out (from custom inventory)
- (Artist) Add some gravel to the riverbed
- (Artist) Add water to the streams.
- (Artist) Add some normal ice and layered snow in the tunnel, both with decreasing amount away from the glacier gate. Placing layered snow on ice is not possible, instead you can substitute the ice with another block, place the snow ontop, and then replace the ice.


10. Refine the glacier gate. Multiple designs are possible, some of which require voxel to make them efficiently.
Simple, just add some gravel, ice and layered snow:


Large:


Variant with "falling snow":



 
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