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Helm's Deep Last Hope Map Mod


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#41 adummy

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Posted 08 March 2007 - 05:44 AM

i say 100/0 at the start of the map. but if you lose units, you can rebuild them.
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#42 Juissi

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Posted 08 March 2007 - 08:12 AM

100/0 is the best imo.

#43 cahik_

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Posted 08 March 2007 - 08:51 AM

100/0 and you shouldnt be able to build anything but you can receive units in maybe 3 or more wawes. it would be really cool IMO just like the film/movies.

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#44 zimoo

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Posted 08 March 2007 - 09:31 AM

100/0, otherwise you know there'll be some people who spam a full CP of ballistas :rolleyes:
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#45 Bart

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Posted 08 March 2007 - 10:27 AM

you could make it so that you get new units when you have e.g. 10 hordes left. then set a timer for rohan's reinforcements, so that the evil player will have to take helms deep before that time
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#46 jimiojoe

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Posted 08 March 2007 - 04:08 PM

100/0 definately, but must have absurd more amount and more spawns so that they cant abuse it and send too many at once, but being good you shouldn't have to destroy their base.... because 1 that leaves no room for the huorns and 2 i always thought it was silly and annoying having to destroy a full base when the idea is just one huge army attacks you
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#47 Pixel

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Posted 08 March 2007 - 04:35 PM

Very impressive, If you need help Models, Maybe even textures just contact me. :rolleyes:

#48 Rob38

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Posted 09 March 2007 - 04:56 AM

Thanks for all the feedback! Wow. You guys really surprised me with your strong reaction to 100\0. So, by the looks of it, no one really wants to build up their own army. Sorry I forgot to mention this sooner, but the Isengard faction will have new units and the prices would be adjusted so that you can't just build tons of ballistas. Funny, I was actually leaning more towards creating your own army. Would you guys be upset if it was more like 50\50? I just think it gives you a little bit more control of what you can do in the mission, and it still creates the movie type scenes with the reinforcement armies.

@ Flameguard Awesome! Yes, I can use some help with models so I'll make sure to contact you through pm. I'm really busy right now though with school, so don't really except any requests from me for a couple of weeks. I'm just grateful that a person of your talent is offering their help in my mod. Thank you so much. And don't worry about the textures. I'm pretty good with Photoshop, and I enjoy working on the skin for units. So all I'm going ask for is some assistance with modeling. ;)

Edited by Rob38, 09 March 2007 - 04:59 AM.

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#49 adummy

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Posted 09 March 2007 - 05:30 AM

if you have adjusted isengard so it fair, do whatever you want. ;)

Edited by adummy, 09 March 2007 - 05:31 AM.

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#50 Rob38

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Posted 10 March 2007 - 04:40 AM

I just thought of a new idea for my map mod but I want to know what you guys think about it. I'm thinking of adding the Isengard fortress to my map on the opposite side of helm's deep. This would be really interesting and I can even add more stuff in the map. The only thing is that I'm a little concerned by the map size if I do this. It would be fairly large, but hopefully not to the point where it will not slow down the game.

And I don't don't if everyone passed over my WorldBuider question or nobody knows, but if anyone has the slightest clue on how to get it to read my modded files, this will really help me out.

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#51 Lauri

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Posted 10 March 2007 - 11:24 AM

how to get WB to read your files?

stuff them in a .big file, and call it Abigfile.big or something (something that starts with an A) and then place it in your RotWK folder ;) the main

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#52 zimoo

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Posted 10 March 2007 - 11:45 AM

I normally call it _zimoo.big, as long as it comes before INI alphabetically it doesn't really matter
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#53 Lauri

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Posted 10 March 2007 - 12:53 PM

yeah I know... It's just that Abigfile.big sounds better :crazed:

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#54 jimiojoe

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Posted 10 March 2007 - 01:22 PM

hey i was just playing the current helms deep map and i had a small idea kind of thing....

could you have a few extra elves behind the walls on the ground using their bombard abiity over the wall and when the wall brakes they automatically switch to swords and charge forward like in the movie? because that looked cool in the movies...having the soldiers ready to fight as soon as the wall comes down....and maybe aragorn could join them if he still alive ....just a random idea :crazed:
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#55 JEV3

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Posted 10 March 2007 - 09:39 PM

15/85 I prefer maps where you have to depend on limited units to get through the mission. However, it would be cool if the reinforcements were actually dependant on how many Uruks the player built up earlier on.

Like say, there is a extension to the Helm's Deep map, and there the player builds up his armies, but he can't come within view of Helm's Deep yet because the map size doesn't include it. Then you can only see Helm's Deep's side of the map. And you can't build anymore armies... but the armies you built come to help you.

I'm not saying it is possible, just that it would be really cool if it was possible... and I wouldn't be likely to not play this map if it was set up in a way you had to carefully think about unit preservation.
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#56 Rob38

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Posted 11 March 2007 - 07:24 AM

@ jimiojoe Oh my gosh! You found out about one of my secret surprises for my map! I've actually had these units made about a month ago, and I was going to post information about them soon. Actually, creating those specific units is what made me decide to make this map a mod. Let me tell you, it was really hard to create thouse units though... I'll defiantly post information about them next week.

@ JEV3 I actually think you may be able to do that in Worldbuilder. I'll have to think about the idea more. I think I have offically decided though that the Isengard fortress will be included in the map.

@ Lauri Thanks for the help! Will try that soon.

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#57 Rob38

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Posted 14 March 2007 - 06:22 AM

Hey, everyone

Expect an update soon with lots of new images! But before that happens, I have one quick question concerning Photoshop. Right now I'm working on reskinning the Elven Warriors, and I am pretty far along on their heavy armor skin. Now, my question is there a way to easily change some of my armor colors for their other regular skin? I've tried using hue/saturation and color variations to get different colors, but they just don't look right. For many of EA's skins, the only difference they made between the regular and upgraded skins were some color changes, so I'm just curious if there is a way I can do this correctly in Photoshop. Thanks for the help :p

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#58 Bart

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Posted 14 March 2007 - 10:57 AM

there's a recolour brush
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#59 Rob38

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Posted 16 March 2007 - 02:50 AM

Here's the new skins for the elven warriors. What do you guys think of the difference between the normal and upgraded versions? Should I add different colors to the regular version or just keep it all blue? I value all you feedback so feel free to say whatever you want, good or bad :lol:

Regular version
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Upgraded version
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#60 adummy

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Posted 16 March 2007 - 03:05 AM

i really like the blue. i mean really really like the blue :lol: i say keep it all blue

Edited by adummy, 16 March 2007 - 03:06 AM.

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