| 03-01-2010, 01:42 AM | #1 |
Intro: The veiling shadow that glows in the East takes shape. Sauron will suffer no rival. The Dark lords puppet, Saruman, has raised an army of ten thousand Uruk-Hai to crush the remnants of Rohan. In the kingdom's darkest of hours; The Fellowship Of The Ring along with the Elves of Lórien have come to the aid of men of the west. King Theoden and the remnants of Rohan have now gathered in one desperate bastion of hope: Helms Deep. Objectives: Uruk-Hai: Siege the keep and kill the men of Rohan and its allies. Victory is achieved when you reach the entrance of the caves hidden in the back of the keep's hall. Rohan: Defend your fortress from Sarumans horde, last 30 minutes and achieve victory. Helms Deep Total War is a standalone version of Helms Deep maps. It has many features details many others do not have. Key Features: - Dynamic lighting and weather effects that change over time. - Tons of events from the movie, and the book. - Extremely strategical and in depth on both Rohan and Uruk-Hai sides of game play. - Highly modeled units that blend in seamlessly with the rest of the game. - Well balanced on both sides, outcomes are heavily affected by capturing/defending control points. Update! Version 1.2 is now out! See changelog in quests for patch notes. Map made by MustyToaster & Banefull @USeast Credits to models/icons/spells.ect can be found it quests. Feedback is welcome!!! |
| 03-03-2010, 10:57 AM | #2 |
I havent done a full house game to test this with but from what ive played so far (2v2) there are a few things I did note.
Ill give you a good review when i can rally up enough players. |
| 03-05-2010, 03:48 AM | #3 | ||
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First off, Thanks for the feedback! Secondly, i hate to disagree with you but ill answer each of your problems you have with the map respectively. Instructions: You actually have a good point here, others before you have brought this up and Ive ignored it; but i see now that it is something that is needed. In 1.1 i we will add 2 things to fix this: Firstly a improved help guide in the quest section with many more sections. The second is a UI improvement (Preview screenshot posted below).
Abilities: If you didn't notice before we have a custom armor system. This means that some attacks will do more damage to more damage to others. These ability's are to still give armor to units that would take more Dependant damage from attack types. Also I'm not sure if you have noticed but units are divided by class (another reason for the UI change) so some are tanks, dps, calv; so yes some will have charge, clave.ect these are to define them to that class and are not "unecesary" (unnecessary is the word ill assume you were looking for). On a side-note only 5 units in the entire map have cleave. Starting Units: At this i don't really know what to say, its the year 2010 everyone's hardware should be able to run the amount of units in the map. If there were no or less starting units the map would seem on a smaller scale. Let alone as long as its balanced i don't see why it would matter. Points 1 and 3 are the same so my 1st point is to both of them. I hope you take no offense to my response and please play the map with 11 players when u test it for a full review, thanks. |
| 03-05-2010, 03:03 PM | #4 |
I like how your Warg Riders cost something that isn't represented in your resources. |
| 03-05-2010, 08:06 PM | #5 | |
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