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DrHouse93:
Actually, the map is for 4 players (1 inside, 3 outside. I'd wish to put another attacker, but it's too close to the city), each one with increased resources (50000 for the defender, 10000 for the attackers, similar to Minas Ithil). The defender has 1500 starting CP to a maximum of 3000. The attackers have default commandpoints (which means 3600 in Battle, and 18000 in Epic Battle, which is highly recommended)
Elite KryPtik:
Well as cool as that would be, if you played epic battle then it would be impossible to win with only 3000 cp. Nice for a "see how long you can hold out" type of scenario though. ;)
hoho96:
Greetings fellow Edainers
Today it's all about the menacing Dol Guldur!
I've tried to make Dol Guldur more interesting to play by somewhat reinforcing its defenses in a unique way; in the vanilla, Dol Guldur was one of those fortress that after playing MinasTirith, MinasMorgul, Erebor,.. you would feel meh about it (all the defenses were basically a couple of catapults and weak walls that you can't rebuild,..). The fortress defenses are now focused on its sheer manpower (Orcpower for that matter :P ) and Khamul's dark presence.
The Easterlings Quarters:
Dol Guldur didn't only have Orcs weaklings. Khamul relied a lot on his fearsome Easterlings who bring from Rhun Soldiers, Spearmen, and their well known heavy cavalry.
The Prison:
None who's been imprisoned in Dol Guldur ever returned the same (even returned at all!).
Finally, the prison building is now actually a useful one were Khamul uses his dark magic to torture and mutilate his prisoners, and change them to something else entirely!
More to the defense:
The Citadel is now guarded by dedicated Castillans.
Some notes:
* Although the wall defenses themselves aren't changed much, all walls and catapult hubs are now indestructible. The only way into the fortress is through the gates (seriously they're not that hard to destroy). The catapults themselves can be destroyed, but the defender will have the option to rebuild them.
* Some more build plots.
* A couple of archer towers inside the fortress. The defender can't rebuild those.
There are a couple of build plots on both sides of the fortress, which are quite useless since they're very open to all kind of attacks. I was hoping to do something about them, but I've run out of energy for this map 8-|
Any suggestion is very welcomed.
Also I'm not 100% content with the units produced from the Prison.
What do you think? Any alternate suggestion? Maybe something from the Misty Mountains once they come out?
Walküre:
--- Zitat von: hoho96 am 30. Jun 2015, 17:24 ---
There are a couple of build plots on both sides of the fortress, which are quite useless since they're very open to all kind of attacks. I was hoping to do something about them, but I've run out of energy for this map 8-|
Any suggestion is very welcomed.
Also I'm not 100% content with the units produced from the Prison.
What do you think? Any alternate suggestion? Maybe something from the Misty Mountains once they come out?
--- Ende Zitat ---
Great work indeed :)
I like these types of maps, especially Dol Guldur, as they are dangerous or blissful places enchanted with white or black Magic, of which the source (as Tolkien teaches us) is almost always a powerful magical being, in this case Khamûl.
Given the 'magical nature' of Dol Guldur (something that Minas Tirith or Edoras don't have), the only proposal that immediately comes to my mind is, if it's possible to do in the modding world, creating a sort of Magical Barrier that covers the radius of the fortress and automatically decreases the armour and defence by 5-10% and reduces the speed of the powers' recovery of all the enemy heroes and units that enters Dol Guldur.
It would be an interesting solution to represent the Magic of Khamûl and the extention of his dark and poisonous presence.
About the prison, if I understood correctly, you mean to make it a place of recruitment of Elves, Men and Dwarves turned by torture and black Magic in Orcs or other foul creatures, right?
I don't like this idea very much, because, although it is true that this prison was a horrible place of torture and captivity, only Morgoth in Utumno was able to turn Elves in Orcs by dark sorcery and corrupt all living creatures to create ranks of monsters; and this happened millennia before the War of the Ring, when the power of Sauron (although still terrible and dangerous) and his capability of gathering monsters and foul creatures was severely diminished.
Maybe the prison could generate resources from the work of the slaves imprisoned there.
I like a darker and more dangerous concept of Dol Guldur :)
In the books Haldir tells the Fellowship that when the Darkness (Khamûl) returned in Dol Guldur, after the banishment of Sauron, the power in this fortress becomes eight times stronger.
Too bad (or good), though, that it finishes like this :P
hoho96:
--- Zitat ---About the prison, if I understood correctly, you mean to make it a place of recruitment of Elves, Men and Dwarves turned by torture and black Magic in Orcs or other foul creatures, right?
--- Ende Zitat ---
No really. I primarily meant the Castillans which I've always imagined them to be some hunted, tormented, Men/Elves that have been taken over by the dark magic and will of Sauron. So they kind of fit there.
However, the Black Uruks are meant to be a kind of guard unit that is part of the "staff" of the prison. Nonetheless, they're (and the spiders) are what I'm not totally sure about.
Btw the building already generates resources.
About the enchantment thing;
I don't think it's "easily" possible. it will require something like coding a debuff to some building and giving it a huge radius, which might not be very ideal.
Moreover, it will make half the map showing units in purple, which isn't exactly a comfortable feed for your eyes [ugly]
Also you already have a faction full of debuffers.
I think Khamul can represent his powers quite well through his passive Nazgul presence (the debuff) and the anti building passive power (which is freak'n amazing).
I don't think the whole fortress should represent Khamul, or else all major evil realms should have something similar (the WK in Morgul should get even a stronger effect).
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