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Glorfindel23's Map Pack

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Glorfindel23:
Alright! Great idea!

Walküre:
As Glorfindel23 agrees with me, I will merge this thread with Glorfindel23's own map pack thread, in order to gather everything in one single space for one single project to present to the Edain Community  :)

MERGED with: http://en.modding-union.com/index.php/topic,32454.msg425755.html#msg425755

Hamanathnath:
I have have some suggestions for the next version of the Minas Tirith map.

Most of my earlier suggestions still apply, especially making Grond easier to get. 

I really liked the addition of the economy camp, but I think Gondor should get the money from those buildings before the attacker captures it.  This would give the defender more incentive to defend it. 

The Rhun and Harad units are too weak because they cannot get upgrades.  It's just a lot more effective to get orcs.  I strongly suggest allowing the Evil Men units to buy Heavy Armour. 

Mumakil can't fit under the Minad Tirith gate, which make the pointless unless the Defender decides to charge out.  It would make them more useful if they could fit through the the gate.  There is one way to get them in though.....

The Walls of Minas Tirith can still be broken.  This makes Siege Towers pretty pointless, so I strongly recommend making the walls invincible. 

As the defender, even after the Rohan timer runs out, you still can't select the Rohan Armoury, making those units not very useful. 

I can't think of anything else right now, so that's it for now.  Keep up the great work :)

Elite KryPtik:
To add on to Hamans suggestions, which I agree with, here are a few more thoughts.

Firstly Haman, the economy camp does indeed make money, which is why I was defending it. My suggestion would be to add some defensive buildings like a couple of towers, because right now the Mordor player can just rush some trolls or a hero and wipe your camp out in seconds. Additionally, causing all those buildings to instantly disappear when the camp is captured isn't really fair for Gondor, because those capture flags can be captured instantaneously. Its also a problem for Mordor, because if you capture the camp when the defenders are there they can steal like half of the treasure that drops on the ground. I would recommend having the Gondor buildings remain and require manual destruction, dropping money when they are destroyed.

Right now, it is EXREMELY difficult for the attackers to have any chance at all of winning. The sheer number of defenses and amount of money that the defender makes are through the roof. I would recommend adding 1 more attacker to help balance things out a bit.

The Fountain Guards stats are still terrible. I have no idea why you increased the price to freaking 2500(!!!!!) when the units STATS are WORSE than the normal Tower Guards! You trying to troll the defender or something?

When I said to fix the command points, what I meant was that they should be normalized across all games modes, not set to game defaults. Custom sieges should have the defending player with more than default CP, and the attacking players with more as well, but not the crazy amount provided by Epic Battle. The only real way to play right now is on epic battle mode, which inevitably makes the game unplayable due to lag. I think something like 6k command points for Gondor and 4k for each attacking player(if you add a third) would be quite balanced and fair, and maybe prevent the worst of the lag.

There are a couple of defensive build plots missing on the upper levels and at the end of either side of the first levels wall. Additionally, as far as I can tell there's nowhere to make any proper Postern Gates.

Making Rohan units even with the reduced timer is still totally useless compared to the Gondor units, for several reasons.

* The Gondor units on the whole are stronger.
* The Rohan units cannot receive their normal skirmish discounts.
* There are no Rohan heroes to provide support.
* Thanks to the bugged armory, the Rohan units cannot be upgraded.
* The units of the Rohan Herald do not have their stats balanced appropriately to 4.2, and are weak by its standards.To fix this I would suggest adding heroes first of all, and reducing the cost and command point requirements of Rohan units to make them more desirable.

I'm not sure what this crash bug you are talking about is, but me and my friends played just fine for over an hour last time we played.

Finally, the Evil Men camps Fire Arrows still do crazy high damage to everything. That's all the things I can think of for now :)

Glorfindel23:

--- Zitat von: Elite KryPtik am 31. Jan 2016, 09:00 ---The Fountain Guards stats are still terrible. I have no idea why you increased the price to freaking 2500(!!!!!) when the units STATS are WORSE than the normal Tower Guards! You trying to troll the defender or something?

--- Ende Zitat ---

I will fix the stats of those units and for other suggestions and corrections I'm working.

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