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Autor Thema: The Angle  (Gelesen 131 mal)

dgsgomes

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The Angle
« am: 2. Dez 2019, 19:59 »
Introduction

For quite some time I’ve been working on a map with the goal to make it an official map for Edain Mod. At first, it was an unespecific map themed around the confront of Arnor and Angmar. As I was noob quite unexperienced with mapping, Gnomi gave me some precious tips (concerning scripting, water texturing, other things), which were all applied to the map. Also, as I wished the possibility of the map being implemented in Edain, FG15 gave me some requisites for an Edain map (such as positioning settlements near trees, giving the map lots of details, other things), which I implemented too. As my work went forth, I’ve also had some players testing my map (such as MaxPower, Strider, many others) so they could give me gameplay feedback while I observed the matches to see if were there any bugs or other undesirable things. One day, after taking a look on the Middle-Earth map, I found an specific place that was very fitting for my map: The Angle, of which I will mention below. With the advice of Elendil, I decided to start a thread here on MU, as well as to share the map on Moddb, to start a discussion about the map and; if both the Edain and the community likes the map, it may be implemented officially!


Lore

References to The Angle I found:

"The Angle was the land between the Mitheithel (Hoarwell or possibly 'boundary river') and Bruinen (Loudwater). At the time of the War of the Ring the Angle was the home of the Dunedain of the North (Aragorn’s people). Although J.R.R. Tolkien does not explain why the Dunedain chose to live in that region, he often placed secretive peoples in woodlands that were bordered by two rivers."

"Being close to the Elves of Imladris would have ensured the Dunedain of the Angle had friends and resources to call upon; and the Angle itself seems to have been a land easily capable of supporting a population when it was not threatened by war. "

"The Angle was originally part of the realm of Arnor. In T.A. 861, in the division of Arnor, the Angle became part of the kingdom of Rhudaur."

"The Stoors, a branch of the race of Hobbits, crossed the Misty Mountains westward into Eriador during the middle years of the Third Age (...) Their most noted settlement, though, was on the more northerly tongue of land - the Angle, but they only remained there for some two hundred years before they moved on again (...)"

"(...) and the close association with Imladris seems to imply there were more Dúnedain in eastern Eriador than in the western Eriador. Add to that the fact that there were no mannish settlements outside of Bree any closer to the Shire than 300 miles, and one is hard put to suggest what men could possibly be living at that range, unless they were indeed Dúnedain dwelling in or beyond the Angle."

Here you can find the Angle (east of South Downs, south of Trollshaws, south-west of Rivendell):
http://lotrproject.com/map/#zoom=4&lat=-1197.48956&lon=1253.60314&layers=BTTTTTTTT


The Map

Description
This land lies between the Mitheithel and Bruinen rivers. During the War of the Ring, this place was home and hideout of Dunedains of the North.
This is a 1v2 map – the top army against the bottom armies.

Starting Points: Camps
Expansion Points: 2 Outposts and 16 Settlements
Lairs: Trolls and wargs




Details
The map is divided in 4 portions, which are separated by the rivers and are communicated by bridges: 1 northern part (The Angle), 2 southern parts and 1 central part

The northern part is where the defender player starts, and it has 5 settlements and 1 outpost as expansion points. Most of the northern part is covered by trees and is almost entirely guarded by Dunedains or Rivendell elves. On the west, there are ruins with Rivendell architecture, On the east, there is a small village, with some locals. The landscape is full of textures, animals and other little details. There are 4 passages to reach the northern part, 2 lateral paths and 2 central paths. Each lateral path is protected by Dunedains, 1 lone tower and 1 trebuchet expansion. Each central path is protected by 1 strong gate, 2 flood expansions and 1 lone tower.
 











The south-eastern part is where one of the attackers starts, and it has 4 settlements as expansion points. There is also a warg lair in this part of the map. Right in the north of the Camp there are some Arnorian ruins which are guarded by a few Angmar units (allies of the southern players). This part of the map can be reached by the enemy through a northern bridge (which communicates with The Angle) and through a central bridge (which communicates with the central part of the map). There is a southern bridge that communicates the attacking players starting map parts.






The south-western part is where the other attacker starts, and it has 4 settlements as expansion points. There is a warg lair in this part of the map as well. Right in the north of the Camp there is an acampament guarded by a few Angmar units (allies of the southern players). This part of the map can be reached by the enemy through a northern bridge (which communicates with The Angle) and through a central bridge (which communicates with the central part of the map).




The central part is where most of the confrontation takes part, and it has 3 settlements and 1 outpost as expansion points. There are 3 cave troll lairs guarding the central outpost. This area is communicated with all other 3 areas, and is where Gollum is spawned most of the times.






Gameplay

AI as attacker:
GOOD. As most of the A.I.s still lack producing siege (specially long range siege weapons) in Camp maps, you can't expect a very challenging match in this map unless you are facing a faction that always use siege in Camp maps, such as Rohan, as the defences of The Angle are quite strong (however, the use of siege from the A.I. may be improved a little in the next Edain patches). Anyway, you will need quite some effort to reach the enemy bases while facing multiple enemies on the way.

AI as defender:
GREAT. The fact that the economy of the player defending The Angle is enhanced through additional expansion points and resource buildings increases the capabilities of the A.I., invading the Dunedain base against such a strong A.I. consists of a very interesting match.

Online matches:
AWESOME. This map was mainly balanced for Multiplayer, as the A.I. is always susceptible to change and playing online brings the best of Edain Mod's gameplay features. Anyway, as said above, Skirmishes in this map work very well.


Summary

Hopefully the community will like this map as I liked making it; all players that tried it really enjoyed it's gameplay. I've tested it more than 100 times and played it a lot, and it still amuses me everytime. If this is the wish of the Edain Team and Community, The Angle will find it's official place on the Mod.

I'd like to thank everyone that supported me with suggestions and feedback!

Here is the link to download the map:
https://www.moddb.com/addons/the-angle#downloadsform

Please, try the map and support it here if you like it!



In Favour
matheusantos98



Against
« Letzte Änderung: 4. Dez 2019, 15:35 von dgsgomes »
Best regards,
dgsgomes

Firímar

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Re: The Angle
« Antwort #1 am: 3. Dez 2019, 14:35 »
Looks cool. Thx for a new Edain custom map :)
Der Krieg hat erstaunlich viel Ähnlichkeit mit einem Bordell, was in Flammen steht.
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