I just finished converting Dunharrow and I thought I'd create something as a guide for how the maps will be laid out. I'll be creating one of these for each map I convert and I will be adding the others within the next few days.
So attached is a large map of Dunharrow:
Legend:
A) Aitheon
V) Vardarin
P) Workpit
W) Warg Pit
T) Troll Cave
G) Goblin Cave
For Dunharrow I am thinking about removing the range height bonus to keep the northern position from being too dominant
BFME1 Revisted Maps
Started by
robnkarla
, Apr 23 2007 08:07 AM
4 replies to this topic
#2
Posted 23 April 2007 - 11:05 AM
Personally I think the north should be dominant. In the books the only way to reach it was to go along a narrow pass, which could be easily defended by a few men. As that isn't really possible in BFME I think the North should atleast have some advantage.
I always thought Dunharrow should be more of a fortress map personally.
I always thought Dunharrow should be more of a fortress map personally.
#3
Posted 23 April 2007 - 12:34 PM
Zimoo is right, Dunharrow is an important strategic point for the Rohirrim, you shouldn;t remove the range bonus. but you can still make some advanteges for the southern camp, like a secret pass,which can lead you to the back of your enemies base, or something like this
#4
Posted 23 April 2007 - 02:58 PM
You are right, it should be dominant, but while testing I realized that an Ent at the cliff's edge could reach the wall as it is right now. So basically, the top could put siege weapons in a near invulnerable location to punch a whole through the wall. That is a little too much for me.
I think that with Treebeard's range bonus they should be able to take out resource buildings, but just come short of the actual wall that way there is a definite advantage though not too much so.
I think that with Treebeard's range bonus they should be able to take out resource buildings, but just come short of the actual wall that way there is a definite advantage though not too much so.
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