LOTR The Fall of Arnor

Discussion in 'General Warcraft Discussion' started by MicroBoolean, Jan 7, 2017.

  1. MicroBoolean

    MicroBoolean Map Maker

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    Hey Guys,

    Its Fantasy here. I've been on hiatus from Warcraft 3 while I finish my Finance Degree. I periodically check MMH to see if anyone plays the map that I spent two years developing and am sad to see it hasn't been played since July.

    Its on MMH as:

    LOTR The Fall of Arnor

    Please give it a chance. In my unbiased opinion it is one of the better maps on Diplomunion and Warcraft 3 in general.
     

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  2. cell_destroyer

    cell_destroyer

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    MicroBoolean Thoughts on brown? 3 stuns and 2 demis that give massive bonuses to armies, especially the 30% attack speed that combined with the troll's pulverize make him a wrecking ball. Also, why can't every nation get catapults? They're essential to attacking the hardest bases, and it seems it's easier for evil to get catapults, gray/elves can't get them and dwarves can only get battering rams which are significantly harder to use.
     
  3. MicroBoolean

    MicroBoolean Map Maker

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    Good has many anti buffs (Galadriel, Firiel) towards browns demis, whose buffs only affect browns units; in 1.32 I nerfed the pulverize to "15% to do 30 damage (175 radius)".

    In regards to catapults; I wanted to change the way turtling is done, make it less reliant on towers/catapults (Which is why this strategy usually fails in Fornost), and more reliant on heroes/spell damage. This is why certain buildings take spell damage on evil (Withered Heath, Tower of Sorcery), since good does have less siege. I like to think of it as a division of labour among the factions.

    Only Dark green starts with a siege workshop in beginning on evil, it is equally easy for purple to get cats as brown.
     
  4. Hannibal

    Hannibal Global Moderator Global Moderator Map Maker

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    Top shelf map confirmed.
    [​IMG]
     
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  5. cell_destroyer

    cell_destroyer

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    I'm not sure the hero spells argument stands, catapults are effective both on offence and defence (whereas hero spells only on offence), so every player (except teal and LB) should be able to get them, maybe battering rams aswell.

    Also i think the trigger for Earnür's arrival and his army should be changed. It doesn't make sense that if only one hero dies, 80 units and a hero suddenly show up for good side. We had a game where red's hero died 2 minutes in (he wasn't a good player) and could easily kill DG + Brown's base with the new units he got. The way to trigger it should be either have all 3 heros killed or have fornost die, it makes more sense, otherwise red can just suicide at start of game and pretty much have twice the army evil does.

    Finally, is there a way to get Sauron and his body back?
     
  6. Hannibal

    Hannibal Global Moderator Global Moderator Map Maker

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    I have the map at the moment and am adding some new QoL stuff to try. Namely QWER hotkeys, a button on spawns that selects all spawns (for easy rally), and a -army command to ping your army on the minimap. Each hero also starts at 4 with level 1 of all 3 abilities picked.

    I'll leave the cata/Earnur thing to Fantasy, but the way to get Sauron's body back is for him to collect the Three Rings for the Elven Kings under the Sky.

    I also made a test file where I extended the map as far south and east as I could... :^) Right now there are no plans but there is a lot of potential!

    Edit: Actually, my thoughts on Earnur are it should be either Fornost falling or a timed event (like 30 minutes). As Gondor was preparing to help Arnor but was delayed because of the Wainriders and other troubles.

    http://tolkiengateway.net/wiki/Eärnil_II
    http://tolkiengateway.net/wiki/Eärnur
    http://tolkiengateway.net/wiki/Battle_of_Fornost
     
    Last edited: Apr 22, 2017
  7. Eragon

    Eragon

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    I'm fine with most of that QOL but can we not have "Each hero also starts at 4 with level 1 of all 3 abilities picked." that just reduces strategy and makes heros even stronger in comparison to units early game, while before you actually have to play well to get strong heros alive.

    Picking abilities is an bad idea, not all abilities are equal, and getting that lvl 3 powerspike to double speced stuns/heals/waves is huge.
     
  8. Hannibal

    Hannibal Global Moderator Global Moderator Map Maker

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    Yeah, I agree for the most part. I just wanted to see how it would play out for a few games. Now that I think of it, it could be a vote option, similar to the hero rez option. Maybe take it one step further and have all the heroes level 5 and call it 'Sudden Death'. :)
     
  9. annatar

    annatar

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  10. cell_destroyer

    cell_destroyer

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    What we agreed upon is:

    -QWER is preferable
    -Make purple's bottom right base (i forget the name) and ents a timed event that arrives within 10-15 minutes.
    -Catapults either for 2 players on each side or for everyone (im in favour of all, personally)
    -Make someway to have sauron with full body back, or at least add more evil events
    -Have the Earnür event when red loses fornost
    -I guess you can add your "level 5 mode", as long as skills are choosable

    Bonus: Why are bats so OP, 2 bats can beat an eagle, that wouldn't happen in our real life.
     
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  11. Hannibal

    Hannibal Global Moderator Global Moderator Map Maker

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    List of Issues:
    -Earnur Triggered.
    Proposed solution: Set to Fornost Captured or time based (30-40 minutes?)
    -Events (Balcoth, Treebead) Currently set up to fall of Thranduil's and Radagast.
    Proposed solution: Make both time based. Balcoth turn 10?, Treebeard turn 20?
    -Siege is annoying.
    Proposed solution: Make Red/Green and Dark Green/Purple the only ones able to train siege and limit them to 3 or 4?
    -Withered Heath dies easy.
    Proposed solution: Give it some towers -or- make it invulnerable till one/both dragons die?

    Other notes based on discussion
    -QWER is done and going in.
    -Heroes will start at level 1 and no abilities selected (Sudden Death with all heroes level 5 and spawns maxed will prolly be added down the road).
    -For the Hero Revive Mode Hardcore will be the default. Players will have 30 seconds to enable Hero Revive.

    Feel free to leave feedback on any of the numbers with a '?'
    -Earnur arrival 40 min?
    -Balcoth 10 min? Treebeard 20 min?
    -Siege to only those player and limited to 3?
    -Withered Hearth -- Invulnerable till dragons die? Towers? Some other defense mechanic?

    edit: I've said like 5 times now!!! Sauron gets his body back by collecting the 3 Elven rings!

    edit2: What should brown get instead of a stun? I think a heal and healing wave to be specific would be good.
     
  12. MicroBoolean

    MicroBoolean Map Maker

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    Yes the events have never been quite right in my opinion, i
    early versions of this map had gondor and Mina's morgue haha. It was wayyyy too spread out, but could of been a nice 5v5 game
     
  13. MicroBoolean

    MicroBoolean Map Maker

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    V1.39 Changelog

    -Fixed some memory leaks

    -Arandur slam removed

    -Purples Nazgul now have Necromancy rather than DG’s

    -DG’s Nazgul now all have death grip rather than Necromancy

    - Flame of Anor dmg weighted more to single target rather than AoE

    -Golfimbul lost Blade Storm + Slam and given levelable heal

    -Azog now has Slam

    -Bolg has sentry ward

    -Orc Shamans now have abolish Magic

    -Wildmen Lodge is now a shop (Health Pots + Mana Pots)

    -Thranduils Halls + Caras Galadhon are now captureable bases

    - Earnur event is fired when Sauron Control = 6 or Fornost dies

    - Treebeard when Sauron Control = 8

    -Balchoth when Sauron Control = -2

    -Nazgul Revive when Sauron Control >= 3

    -Scatha Corrosive Breath increased to 5/8/11% from 3/5/8 %

    For the Record: Divine Armor takes 100% from Chaos damage, 30% from Hero Damage, and 40% from spell Damage
     
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  14. cell_destroyer

    cell_destroyer

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    Should probably swap those 2. The Earnur army is way bigger and more useful, should be a comeback event for good if they're losing too badly.

    This deals insane damage in higher levels, should probably switch it back.
     
  15. MicroBoolean

    MicroBoolean Map Maker

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    Anyone know how to enable no limits on Sharpcraft WEX?
     
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