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Autor Thema: [Submod] The Rise of Angmar: Remastered  (Gelesen 46061 mal)

The_Necromancer0

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[Submod] The Rise of Angmar: Remastered
« am: 29. Jan 2018, 12:30 »
SilverElf's mind: "But what if the Angmar campaign was... in Edain". And a new submod was born.

The Rise of Angmar: Remastered

The concept is simple, we take the Angmar campaign and make it use the fixed plots system so as to be compatible with Edain. And then we add some stuff. The stuff added varies but ranges from extra objectives for some added difficulty, extra heroes and some bonus objectives... and Gildor (after all why would we not include such an extremely skilled scout).

All of Angmar's heroes appear at least once, but because of their number you won't be able to play with all of them in every mission. The reasoning behind each hero are sometimes loosely based on the Angmar RP that is hosted here on Modding Union.

Installation
Click here!

1.Foundations of Angmar
Please don't walk on the fortresses
The Witch King and Durmarth have arrived in Angmar and must now convince the the Black Numenoreans present in the area to fight for them, along the way they will meet unlikely allies to aid them.

Why the heroes? Well, it is mentioned in Durmarth's RP that he once went into the North to tame Trolls so there he is. Also, sorry for all the Trolls lovers but the Troll units and heroes will only be present in this level and as part of the starting army sometimes but you will not be able to train them.



2.Fall of Rhudaur
Where's Hwaldar?
Mandated by the Witch-King, Zaphragor and Helegwen, a numenorian of rhudaur and a hillwoman, that rose into power, have come to convince Hwaldar and the Hillmen to serve the Iron Crown, they must first free Hwaldar he has been captured by the troops of Arnor. Mornamarth is following them close behind with troops and supplies to create a base which will arrive once the east side of the is clear of all enemies.

Why the heroes? Zaphragor and Helegwen, a numenorean of Rhudaur and a hillwoman  in the RP, they have joined up with the Iron Crown in hopes of a better future and desire to convince the rest of their people to do so. We have also established Mornamarth as commander, not one leading and inspiring the troops but rather sitting at the back, ordering troops around.



3.Invasion of Amon Sul
But the fourth one stayed up
Now that Angmar has risen in the North and Rhudaur has fallen in the east, it is time for the West to suffer the same fate, it will begin at the watchtower of Amon Sul. Zaphragor and Mornamarth have rejoined with the Witch King and now lay siege to the Arnor fortress.

Why the heroes? Zaphragor is Witch-King's first blade, while Mornmarth commands the troops from the back, Zaphragor is first on the battlefield, carving a bloody path through the enemy lines. Mornamarth, of course, is the army commander and the Witch-King needs no explanation :D



4. The Dark Lord's Eye
Please stop trying to shoot the Nuclear Palantir.
King Arveleg has managed to flee Amon Sul with the palantir, the enforcer Durmarth has been sent on his trace, with the zealot Zaphragor tailing him. The King seeks refuge in an Arnorien Outpost, but the wolves of Angmar give in no respite, will he make it in time?

Why the heroes? As an enforcer, we portray Durmath as a hunter, carrying out the Witch-King's dirty work. So it seemed obvious to have him, the second pick was to have Drauglin, however, we wanted the player to be able to make use of Durmath's Guardsman Palantir, so a more expensive, tankier hero was required. Zaphragor seemed like a reasonable choice.


5. Barrow Downs
Downs??
With the King dead it is the Prince's turn to join his forefathers. The men of Arnor are not fools, and they hide behind their great walls in hope that Angmar's armies will smash against it like water on rock. But they are prideful people, if we desecrate the tombs of their ancestors they will march out to wash their honour. Gulzar must stand atop the barrow, the Sorcerer's reputation will anger the Arnoriens further.

Why the heroes? Gulzar was a bit of an obvious pick, since this is the first time the player has access to sorcerers. Hwaldar leads the hillmen that protect Gulzar and his sorcerers. However, those are not the only heroes, a few more will join your ranks as reinforcements arrive, so make sure to clear the map of Barrow Guards.



6. Carn Dum
Remember kids, Dum spelled backwards is Mud
In an attempt to give Arnor the time to recover, the Elves lead an attack upon Carn Dum. Glorfindel leads the charge alongside Cirdan seeking to push back the evil. If they succeed, all the Witch-King's effort will have been and vain and Sauron will be much displeased. However, victory for Carn Dum will ride this war of the Elves' presence. The Witch-King, Mornamarth and Helegwen must now fend off the Elves while Zaphragor and Durmarth rally their forces in order to muster a war force strong enough to shatter the elves' offensive.

Why the heroes? Witch-King was a must, what ruler wouldn't be present to defend his strong hold. Mornamarth is the stewart of Carn Dum so of course he would be present.  Helegwen is more of a gameplay choice, a ranged hero can be very useful in siege and her crowd control abilities will play a key role in sealing off the chokepoints.



 
7.Barrow Wights
I See Dead People!
While both Angmar and Arnor recover, the Witch-King sends a small party back to the royal barrows. The Supreme sorcerer, Gulzar, has for mission to cast a giant plague on the entire country, however such a ritual requires a great amount of power to cast, and power must be drawn from the souls of the fallen. But they must hurry, if the sun rises, the light will disrupt the ritual. Once again, this ancient burial ground shall be desecrated by magic.

Why the heroes? While everybody is busy rebuilding the two that weren't present at the battle are off to their nefarious schemes again. Gulzar was a must be, as the mission is once again very heavily sorcerer focused. And Hwaldar provided a nice synergy in the last mission so we decided to give him an another opportunity to gain some levels to reach that sweet sweet lvl 10 ability.


8. Fornost
Next stop, Graceland!
Several years have passed since the great plague has begun, much of Arnor is now desolate and the remain of this once mighty kingdom of Men have fallen back into their final stronghold, Fornost. With Carn Dum rebuilt and at the height of his power, Witch King now lays siege to the fortress, throwing everything at it and emptying all the lands of Angmar. The fall of Fornost would mean the end for the Kingdom of Arnor...

Why the heroes? Well I mean, it's the last level, why wouldn't we add every hero?



« Letzte Änderung: 27. Mai 2020, 16:04 von The_Necromancer0 »
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Darkayah

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Re: [Submod] The Rise of Angmar: Remastered
« Antwort #1 am: 29. Jan 2018, 14:01 »
Looks good and sounds great! So we can see all Heroes of the new Angmar in the Campaign. I hope the missions are a little bit more demanding.  xD
I am curious for the missions.
Grüße Darkayah

Of old blood, magic, fire and darkness!
The old blood will unite them all, but causes the  world to be destroyed!
-Prophecy of Valarya

Lust auf eine alternative Mittelerde Geschichte und dazu ein RPG? ?
Der Thron von Mittelerde

Edi der 3te

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Re: [Submod] The Rise of Angmar: Remastered
« Antwort #2 am: 29. Jan 2018, 14:28 »
it looks very good, they comes for the german version too?

The_Necromancer0

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Re: [Submod] The Rise of Angmar: Remastered
« Antwort #3 am: 29. Jan 2018, 14:34 »
We'll consider translating it. If we don't, having the game in german will probably be enough to get you through the campaign. We don't modify that much, mostly character names and additional objectives the base of the campaign will still be the same.
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Walküre

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Re: [Submod] The Rise of Angmar: Remastered
« Antwort #4 am: 29. Jan 2018, 18:00 »
Well, good luck to all with the grand endeavour :)

Regarding things pertaining to the Good, how are you going to modify the epilogue of the campaign (if you are to change something in the first place)?

The_Necromancer0

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Re: [Submod] The Rise of Angmar: Remastered
« Antwort #5 am: 29. Jan 2018, 18:13 »
At the moment our plans are mostly to give it a fresh Edain coat with the vanilla heroes being replaced with the ones from the mod. In addition, we will add a couple heroes to compensate for Angmar's increased roster. Our plans will become more defined as we approach that stage but I can tell you it will be a very ability heavy map, I hope to be able to make all the Angmar heroes use their symbolic abilities during the battle.
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SilverElf

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Re: [Submod] The Rise of Angmar: Remastered
« Antwort #6 am: 30. Jan 2018, 11:50 »
On the 31th of January at 8 PM UTC we will be stream a sneak peak of the submod

On the stream will be Necro and me, I will be playing the first mission of the campaing to show up the changes. Necro will be there  to awnser any question you might have about the submod. Feel free to ask anything Just don't ask for the release date we don't know that yet  :D

It will be streamed on my channel here is the link to it: https://www.twitch.tv/elf_in_silver_armour

The_Necromancer0

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Re: [Submod] The Rise of Angmar: Remastered
« Antwort #7 am: 31. Jan 2018, 22:34 »
For those that missed the stream it has been uploaded here. The stream contains the first mission and a part of the second mission.
https://www.youtube.com/watch?v=qoSvJQY7bUY
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The_Necromancer0

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Re: [Submod] The Rise of Angmar: Remastered
« Antwort #8 am: 1. Feb 2018, 01:08 »
4. The Dark Lord's Eye
Please stop trying to shoot the Nuclear Palantir.
King Arveleg has managed to flee Amon Sul with the palantir, the enforcer Durmarth has been sent on his trace, with the zealot Zaphragor tailing him. The King seeks refuge in an Arnorien Outpost, but the wolves of Angmar give in no respite, will he make it in time?

Why the heroes? As an enforcer, we portray Durmath as a hunter, carrying out the Witch-King's dirty work. So it seemed obvious to have him, the second pick was to have Drauglin, however, we wanted the player to be able to make use of Durmath's Guardsman Palantir, so a more expensive, tankier hero was required. Zaphragor seemed like a reasonable choice.
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OakenShield224

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Re: [Submod] The Rise of Angmar: Remastered
« Antwort #9 am: 1. Feb 2018, 17:36 »
So after being asked about this on the Discord Server, I've come up with a couple of ideas on how to change the Angmar spellbook for the campaign.

 -  Instead of Blight (a very multiplayer based spell), I would bring back the Summon White Wolf Lair power from 3.8.1. I know that the Wolf Lairs are available on settlements but for the campaign where you would need to continually build up and replace large armies, I feel like most people would go for the resource structures. The Wolf Lairs would offer a small amount of defense.

 - If Rogash will be a regular hero in the submod, then maybe just keep the current spell but replace Rogash with another troll. However, an alternative would be to summon some sort of Troll Lair from which you could recruit Snow and Hill Trolls. This would only apply if you haven't already come up with some plan regarding the trolls.

 -  Finally, the Stronghold of the Iron Crown could be replaced by a Cold Drake Summon. While Avalanche is instant damage, the Cold Drakes could provide a slightly longer term help to your army.

I hope these suggestions will help in some way and I look forward to seeing how the submod progresses.

The_Necromancer0

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Re: [Submod] The Rise of Angmar: Remastered
« Antwort #10 am: 2. Feb 2018, 17:51 »
5. Barrow Downs
Downs??
With the King dead it is the Prince's turn to join his forefathers. The men of Arnor are not fools, and they hide behind their great walls in hope that Angmar's armies will smash against it like water on rock. But they are prideful people, if we desecrate the tombs of their ancestors they will march out to wash their honour. Gulzar must stand atop the barrow, the Sorcerer's reputation will anger the Arnoriens further.

Why the heroes? Gulzar was a bit of an obvious pick, since this is the first time the player has access to sorcerers. Hwaldar leads the hillmen that protect Gulzar and his sorcerers. However, those are not the only heroes, a few more will join your ranks as reinforcements arrive, so make sure to clear the map of Barrow Guards.

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Questions on the Mod? Visit the Official Wiki: http://edain.wikia.com/

Ectheldir

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Re: [Submod] The Rise of Angmar: Remastered
« Antwort #11 am: 3. Feb 2018, 20:53 »
One little question: Will you also implement missions that were not in the original RotWk campaign, but later in the Edain 3.something version, like the one were yu had to slaughter Gobos after Gobos to make Rogash King of Gundabad?

After what I can see already this looks like a very good project. Someone shouldve had this idea earlier you would think. It seems so obvious, but somehow nobody did. I wish you best of luck further for your work on this mod.

SilverElf

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Re: [Submod] The Rise of Angmar: Remastered
« Antwort #12 am: 3. Feb 2018, 23:03 »
We aren't sure about that one yet, There a few problems with those missions. They are pretty buggy. Someone had a look at it before and there are a alot things to fix about it. Depanding on how much time it will cost. Other one is most Rogash. We have to replace rogash and with some one. We dont know who yet. Cause no one seems to fit in that mission.  And we gonna have to rest all his level caps in all other mission that on itself is not hard, Picking which hero is harder, The reason why we want to stay away from rogahs cause his bulky animantion, It is laggy and the model is just not good

The_Necromancer0

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[Submod] The Rise of Angmar: Carn Dum
« Antwort #13 am: 12. Feb 2018, 00:50 »
6. Carn Dum
Remember kids, Dum spelled backwards is Mud
In an attempt to give Arnor the time to recover, the Elves lead an attack upon Carn Dum. Glorfindel leads the charge alongside Cirdan seeking to push back the evil. If they succeed, all the Witch-King's effort will have been and vain and Sauron will be much displeased. However, victory for Carn Dum will ride this war of the Elves' presence. The Witch-King, Mornamarth and Helegwen must now fend off the Elves while Zaphragor and Durmarth rally their forces in order to muster a war force strong enough to shatter the elves' offensive.

Why the heroes? Witch-King was a must, what ruler wouldn't be present to defend his strong hold. Mornamarth is the stewart of Carn Dum so of course he would be present.  Helegwen is more of a gameplay choice, a ranged hero can be very useful in siege and her crowd control abilities will play a key role in sealing off the chokepoints.

Come chat Edain on Discord: https://discord.gg/CMhkeb8
Questions on the Mod? Visit the Official Wiki: http://edain.wikia.com/

The_Necromancer0

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Re: [Submod] The Rise of Angmar: Remastered
« Antwort #14 am: 15. Feb 2018, 21:15 »

7.Barrow Wights
I See Dead People!
While both Angmar and Arnor recover, the Witch-King sends a small party back to the royal barrows. The Supreme sorcerer, Gulzar, has for mission to cast a giant plague on the entire country, however such a ritual requires a great amount of power to cast, and power must be drawn from the souls of the fallen. But they must hurry, if the sun rises, the light will disrupt the ritual. Once again, this ancient burial ground shall be desecrated by magic.

Why the heroes? While everybody is busy rebuilding the two that weren't present at the battle are off to their nefarious schemes again. Gulzar was a must be, as the mission is once again very heavily sorcerer focused. And Hwaldar provided a nice synergy in the last mission so we decided to give him an another opportunity to gain some levels to reach that sweet sweet lvl 10 ability.
Come chat Edain on Discord: https://discord.gg/CMhkeb8
Questions on the Mod? Visit the Official Wiki: http://edain.wikia.com/