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Poll: Helm's Deep Last Hope Map Mod

Should I move my map mod from Bfme2 to ROTWK?

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Should I implement the stat variation system to the Rohan faction?

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Should Rohan move back to the BFME1 style of build plots?

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#1 Rob38

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Posted 30 July 2007 - 09:10 PM

1. Should I move my map mod from Bfme2 to ROTWK?
This is something I have been debating about for a long time. Now, I DON'T CARE WHEATHER OR NOT YOU LIKE WHAT THEY DID WITH THE EXPANSION! So please, don't choose BFME2 just because of that. Here is a list of the pro and to moving to ROTWK:

PROS:
* can use the wildmen axethrowers
* can use Rhudaur spearmen
* Hwaldar model can be used for Wulf
* Can use parts of Uruk DeathBringers for a new Isengard unit
* can use more CAH textures for my Rohan units
* have acess to new artwork and fx
* ROTWK blue color will fit perfectly for my mod

2. Should I implement the stat variation system to the Rohan faction?
In case you do not know, this is what stat variation is. All the hordes for Rohan have random skins they can get. Since Rohan is very spread out and perhaps not equally trained faction, the stat variation will add more realism to the mod. But remember that what you get is random, so you may get stuck with a horde that isn't very good or you make get a horde that is very good. I'll try to make it so that the different stats won't vary too much, but you still can have bad luck :p

3. Should Rohan move back to the BFME1 style of build plots?
I'm asking this question because I'm concerned by the build anywhere system. With the ability to build anywhere, people would put tons of towers, statues, and wells right by the walls so that their units get al the benefits while on the wall. It would look strange to see all this junk right in the back of the deeping wall. Also, you would be able to build outside the fortress, and that will cause problems with the campaign scripts. Going back to the BFME1 style would solve this.

Edited by Rob38, 31 July 2007 - 02:45 AM.

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#2 Smeagolfan24

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Posted 30 July 2007 - 10:18 PM

What would be the cons of moving the mod to ROTWK? I'm all for it, becuase, as you say, it would add some new things for the mod.

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#3 jimiojoe

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Posted 30 July 2007 - 11:25 PM

ROTWK


oh :p
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#4 Elvenlord

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Posted 31 July 2007 - 02:17 AM

I said to move it to ROTWK for the same reason you gave, gives the mod more resources to use.

Strat varation would be cool, it would add that extra bit of realism.

Rohan should have bfme1 style. Though maybe you could put a couple wells near the wall?

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#5 Rob38

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Posted 31 July 2007 - 02:49 AM

What would be the cons of moving the mod to ROTWK? I'm all for it, becuase, as you say, it would add some new things for the mod.

Well, the only con would be that you would need the expansion in order to play it and some people only have BFME2 :lol:

ROTWK
oh :)

Crap... do you not have ROTWK jimijoe :p Maybe I'll buy one just for you if you help me out with modeling :p

I said to move it to ROTWK for the same reason you gave, gives the mod more resources to use.

Strat varation would be cool, it would add that extra bit of realism.

Rohan should have bfme1 style. Though maybe you could put a couple wells near the wall?

Yes, there would be a couple by the walls, just not a whole line of them :lol:

Edited by Rob38, 31 July 2007 - 02:50 AM.

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#6 Smeagolfan24

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Posted 31 July 2007 - 03:27 AM

Would there be much difficulty moving the mod to the expansion?

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#7 robnkarla

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Posted 31 July 2007 - 03:51 AM

I voted for:

1) RotWK

2) I don't think the stat variation is needed. I'd be worried that in order to keep the stats from too big of range, the range will be too small to notice. It's a great concept, but I'd be worried a lot of work for something that might not be noticed.

3) I like the BFME2 build-style, but you can also limit the build radius for each of the buildings by treating them like wall hubs. That way certain or all buildings have to be built within a certain radius, and others can be unlimited. I think this gives freedom to the player, but you have control over what they build and where.

Let me know if I can help you with anything, and keep up the most excellent work :p

Robert J>

#8 Taralom

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Posted 31 July 2007 - 07:08 AM

:p i don't have RotWK.
that's a pity...
i wanted to play this map.... :p

i voted:

BFME2
stat variation
build anywhere. (you can delete those towers and statues from the building queue? and place pre-build towers and statues)
If the above post offended you in any way,
please take note that, until further notice, I don't care, so get lost.

#9 jimiojoe

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Posted 31 July 2007 - 10:44 AM

i voted bfme2 because obviously i dont have ROTWK

i voted yes to the stats thing because that is very rohany - and as ever why i like this mod - it will make the game sometimes more difficult, maybe more easy - but more improtantly different.

anddd i voted for build plots - althoughs ome of the ideas mentioned above might not be too bad though, like restricting where some things are built
its just i thought it never looked very helms-deep-ish when the whole area behind the deeping wall was filled with buildings and all the enemies targetting them instead and there was no room to fight etc.
Also up in the hornburg, by front gate and the gate to the caves in my opinion that should all be left clear for battle - methinks all the buildings should be in the glittering caves entrance - leaving only things like statues and wells outside to make it still look like a helms deep.
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#10 IthronAiwendil

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Posted 31 July 2007 - 03:16 PM

RotWK ftw! And stat variation and BfME II style build system would be cool.

#11 Mathijs

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Posted 31 July 2007 - 03:19 PM

BfME2, Stat variation and build plots.

I dont have RotWK and I dont want to blow my money on it.

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#12 cahik_

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Posted 31 July 2007 - 04:01 PM

BFME2, variantions, BFME1 style of building plots

can use the wildmen axethrowers

oh, those anims are pretty crap, nothing that i cant help you with :cool:

can use Rhudaur spearmen

almost the same anims as BFME2 tower guards have nothgins special here

Hwaldar model can be used for Wulf

heh...the models looks good but the uvmapping is hell, it would be really hard to skin that and that model isnt soo good. i belive that corsair mixed with wildman will do the same job

Can use parts of Uruk DeathBringers for a new Isengard unit

oh my dear, there is one extremly impractiacal sword for them and new uruk helmet

can use more CAH textures for my Rohan units

aye. some of them are good but you should be able to rip those from images of rohirrim too

have acess to new artwork and fx

FXs can be done even in bfme, the system isnt changed too much from bfme and and absolutly none from bfme2

ROTWK blue color will fit perfectly for my mod

of course :)

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#13 jimiojoe

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Posted 31 July 2007 - 06:33 PM

yaaay

yes i was thinking JUST that when i voted for bfme2 over rotwk :)

hinthint :cool:
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#14 Rob38

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Posted 31 July 2007 - 07:01 PM

Some very convincing arguments so far :) This is going to really help me decide what my decisions will be. For the stat variation, I was talking to robnkarla yesterday and he brung up a very good point about it. The only way to really make it noticable and affect the game is to have a wide range of variables, but doing that would cause a lot of randomness. And while variation is awesome in terms of skins and models, is it really praticial for a RTS game like this one? Just something to consider about stat variation :cool:

Edited by Rob38, 31 July 2007 - 07:01 PM.

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#15 jimiojoe

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Posted 31 July 2007 - 10:17 PM

Some very convincing arguments so far :) This is going to really help me decide what my decisions will be. For the stat variation, I was talking to robnkarla yesterday and he brung up a very good point about it. The only way to really make it noticable and affect the game is to have a wide range of variables, but doing that would cause a lot of randomness. And while variation is awesome in terms of skins and models, is it really praticial for a RTS game like this one? Just something to consider about stat variation :p


welll imo i think it shouldnt be for Alllll units

i mean peasants can be reallly varied
whereas the elves would all be at the same standard imo
all eomers horsemen about the same
whereas the rohirrim you build yourself would be more varied......
my idea...
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#16 zimoo

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Posted 31 July 2007 - 10:37 PM

BFME2 (change to ROTWK and I'll remove your userbar :)).
Yes (I came up with it after all ^^).
BFME1 plots.
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#17 Rob38

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Posted 31 July 2007 - 11:32 PM

welll imo i think it shouldnt be for Alllll units

i mean peasants can be reallly varied
whereas the elves would all be at the same standard imo
all eomers horsemen about the same
whereas the rohirrim you build yourself would be more varied......
my idea...

Ah yes, very nice idea! The more advanced unit such as the elven warriors wouldn't really have any stat variation while the weaker ones would.

BFME2 (change to ROTWK and I'll remove your userbar :)).
Yes (I came up with it after all ^^).
BFME1 plots.

Hehe... Yeah, I'm favoring BFME2 right now since many of the prominent members and/or donators of the mod have favored BFME2.

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#18 Smeagolfan24

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Posted 31 July 2007 - 11:34 PM

welll imo i think it shouldnt be for Alllll units

i mean peasants can be reallly varied
whereas the elves would all be at the same standard imo
all eomers horsemen about the same
whereas the rohirrim you build yourself would be more varied......
my idea...


That's a nice idea. It adds more realism.

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#19 Devon

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Posted 01 August 2007 - 03:13 AM

would rotwk, would u even be able to add two campaings? bfme2 u have a good and evil, but rotwk u just have angmar's

anyhow, i voted
bfme2 cause otherwise so many people cant play it :(
yes
bfme1

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#20 Rob38

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Posted 01 August 2007 - 06:52 AM

would rotwk, would u even be able to add two campaings? bfme2 u have a good and evil, but rotwk u just have angmar's

anyhow, i voted
bfme2 cause otherwise so many people cant play it :(
yes
bfme1

Very good point :good: Never though of that :good:

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