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Skhorn

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Posts posted by Skhorn

  1. It's already looking to be a fun map to try. You're missing Helm's @#$% and the Deeping-Coomb, though, both of which would make a much more interesting battle. You could fill The Gore(The gap between The Deep and The @#$%) with farms that could be tilled until enemies break through Helm's @#$%. Helm's @#$% is an earth wall(weak by comparison) about a quarter-mile out from Helm's Deep, and the Deeping-Coomb is a large valley directly in front of The @#$%. When defending Helm's Deep, the defenders always have the great advantage of the high ground.

    It would also be more appropriate for the river(The Deeping Stream) to wrap around the front of The Hornburg and then along side it in The Deep, as it acts like a moat around The Hornburg, thus making it stronger and sturdier. To take The Hornburg, Saruman's Uruk-Hai Need to take first The @#$%, cross the open expanse of The Gore, then take The Deep, and afterwards would be able to surround The Hornburg on two sides. Even then with the loss of The Deep, The Hornburg would still be protected by mountains at its' back and side, and its' great walls with the stream in front of them protecting the other two.

    Sorry about the LOTR rant, The Battle of Helm's Deep is one of my favorite parts of The Two Towers. :D

    Check it now.
    There is something i can't do, increasing the mountains height, (not yet i think) and some essentials buildings, i'm not an artist neither don't know how to create a model.
    With the walls i had to do a little extra with terrain, so units can be "on walls", there is only one side that can be trespassed in the deep, the middle, where is supposed to be where the mine explodes.
    In fact, you can see that the defender has the advantage of the high ground.
    And as you recommend it, i putted some farms out the walls.
    Changed the river, but im looking from this map as @alekusu recommended me.
    Any other comments i will appreciate them.

    Do you know the game Battle for Middle earth ? An RTS based on LOTR.

    They made a Helm's deep map that was considered very accurate by the community.

    Just type BFME helm's deep map for picture on google.

    Could you see if now fits? Tried to make the river a little small. The underground still there, but don't know if that part is still big.

  2. Hi everyone,

    LOTR lover's, don't kill me.

    (False publicity, for obvious reasons i can't put all of those units and run the game)

    post-16493-0-71672600-1426914586_thumb.ppost-16493-0-60006100-1426914577_thumb.jpost-16493-0-55411700-1426914604_thumb.p

    This is the Helm's deep "gaul's" version (Gauls/Norse/Celts stuff included).

    I wanted to try if i could do it, or at least half of how it should looks like. I know there are some ugly spots, horrible spots!

    - It's not finished yet, perhaps this weekend i may finish it.

    - It's intended to be playable, perhaps 1v7(?)

    - The inside still needs some retouch.

    - Mountains needs some work.

    - Outside will be hell, don't know if to put trees around... (If not i may delete the trees inside the fortress). suggestions?

    - It may have triggers, but later...

    - If someone wants to make an uruk-hai, for sure i will use it!

    - Units can cross the water side, don't worry.

    - The landmine may be created, but for the whole animation, i think i will need Saruman to code it

    - I receive suggestions or recommendations!!!!

    First update:

    post-16493-0-57059200-1426557041_thumb.ppost-16493-0-60573400-1426557057_thumb.ppost-16493-0-24585800-1426557069_thumb.ppost-16493-0-11981400-1426557082_thumb.ppost-16493-0-14788100-1426557093_thumb.ppost-16493-0-50556300-1426557104_thumb.ppost-16493-0-50080300-1426557115_thumb.ppost-16493-0-71843400-1426557127_thumb.ppost-16493-0-54611700-1426557137_thumb.ppost-16493-0-72476200-1426557145_thumb.ppost-16493-0-46544500-1426557154_thumb.ppost-16493-0-13679600-1426557166_thumb.p

    Second update:

    post-16493-0-12612800-1426571337_thumb.ppost-16493-0-17811300-1426571345_thumb.ppost-16493-0-77659600-1426571349_thumb.ppost-16493-0-10936700-1426571356_thumb.ppost-16493-0-26399000-1426571368_thumb.p

    Third update:

    post-16493-0-79740600-1426809920_thumb.ppost-16493-0-45158800-1426809928_thumb.ppost-16493-0-56806900-1426809946_thumb.ppost-16493-0-91817300-1426809964_thumb.p

    Fourth update:

    Dependencies:

    Ponies Ascendant Alpha 1.0

    Millenium AD

    post-16493-0-11587600-1426914752_thumb.ppost-16493-0-92479500-1426914759_thumb.p

    Maded a poni version. Thanks to LordGood for letting me use his mod.

    post-16493-0-36903000-1426914664_thumb.ppost-16493-0-89622700-1426914673_thumb.ppost-16493-0-14565700-1426919268_thumb.ppost-16493-0-19138200-1426919280_thumb.ppost-16493-0-95793100-1426919291_thumb.p

    Fifth update:

    - Fixed the river, added waves.

    - Increased the "Bridge" large.

    post-16493-0-51867400-1427132029_thumb.ppost-16493-0-15788600-1427132042_thumb.p

    Sixth update:

    - Taller mountains

    You will need the script that @Sander17 made, http://wildfiregames.com/forum/index.php?showtopic=19775

    post-16493-0-48857800-1427908507_thumb.p

    helm's_deep_poni_version.zip

    helm's deep.zip

    helm's deep - taller mountains.zip

    • Like 2
  3. Someone already made a map of Carthage (including building the harbour with lots of docks (or dock actors)) at some point in the past, but I can't find the topic.

    You can't garrison units using a GUI in Atlas yet, but by adding a few lines to the map XML file you can (See #3008).

    Guess you refer to this one, by jaimele

    post-13235-0-68268200-1398659831.png

    @Leper, techs can be setted the same as the garrison units? I mean, you want a player to be in the third phase with all the technologies researched at the beginning of the map

  4. Oh no no, i wasn't talking about that. I'm talking about this: check the image.

    You can smooth those sides to make it look better, also it may fits you to take a look to other maps, that way you could learn something useful to improve your map.

    Btw, while looking those pictures, you can place the buildings to give that look (Not exactly the same look), but kinda similar, its just improvement.

    - http://wildfiregames.com/forum/index.php?showtopic=19368

    - http://wildfiregames.com/forum/index.php?showtopic=17326&page=2 in there check the maps of jaimele.

    I'd like to give more time to the defender, the problem is that if I put the attacker too far it doesn't attack, the best solution is for sure to organize the attack in waves, but I don't know how to do that.

    You can make a trigger for that, check this map http://wildfiregames.com/forum/index.php?showtopic=19552 it has triggers, but you need to have some knowledge in js.

    This may suit you:

    - http://trac.wildfiregames.com/wiki/Triggers

    - http://trac.wildfiregames.com/wiki/Modding_Guide

    Or you could make that map for two players. One acts as the defender and the other one as the attacker.

    post-16493-0-75480300-1426464497_thumb.p

    • Like 1
  5. Haven't tried, but you could place the archers in the ground and move the enemy line backwards. By this the player who has the walls can have the time to put the archers in walls and you let him prepare for the attack.

    Or ask in http://webchat.quakenet.org/?channels=0ad if it is possible.

    Also, you can give a more good looking to the buildings inside, make 'feel' more like a human settlement, not like if they were dropped from the sky.

  6. Seria bueno si la elevaciòn de terreno tuviera mas altura de la que tiene y a todo esto, porque no se ha implementado una que baje el terreno? por lo general me toca usar el flatten sobre una zona de terreno mas baja para bajar las mas altas.

    Por cierto me podrías recomendar algún tutorial o documentación para aprender C?

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