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Gondor: Minas Tirith v1.8 - v2.0 By X29
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Author |
File Description |
X29 |
Posted on 02/27/05 @ 12:00 AM (updated 12/19/08)
File Details |
Map Size: |
400x400 (Large) |
Difficulty: |
Normal |
Made with version: |
1.2 |
Minimap:
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This is the minimap from v1.5 but it hasn't changed all that much for v2.0. Thanks to Kester for helping me figure out how to post this.
File includes versions 1.8-2.0 in an attempt to avoid compatibility issues that have arisen.
This is my third version of the legenday battle from the Lord of the Rings Series, Minas Tirith. This is the first map I have posted on the internet, enjoy. I played other versions of the battle and was never satisfied, but they gave me many ideas on how to make a uniquely different one. (Thanks Warlord Designs and NAT!) The tutorials here on stronghold heaven and on stronghold knights also gave me some great tricks. Though the trick I used to script the seige equipment attacks I came up with all myself. Please post a link here if you know of another map that uses this trick. Also if you think there is a better version of the battel of Minas Tirith, please post a link to it. I would like to see them. I am desperate to know what you think of my map so please post some reviews. I would espesially like any comments from Warlord Designs or NAT.
When I created this map, I wanted to make it different from the others so I made it bigger, I made the walls perfect circles using graph paper, I used secret passages to link the sides of the city, I made the Tombs for the kings, and I scripted the seige equipment so that it would attack like in the movie. It took me three weeks just to build the city, and another two to get the battle to go the way I wanted it to. I specifically left out the riders of Rohan. In this version you are suppose to hold the city untill they arrive. Then you win. I am working on another level where you play as the Rohirrim arriving to a beseiged Minas Tirith.
You cannot defeat all of your attackers. There are too many, as in the movie. To win you must keep your people and troops alive untill Rohan shows up. Thats another thing that is different about my map. In other maps you just got to watch the battle unfold, not needing to do anything. Not so in mine. You will quickly loose if you just watch. Placing troops is crucial for success. Try playing my map on all difficulties. I have never beat it on very hard, but I think it is possible. For you lesser skilled players out there I have included a walk through in the zip file. Enjoy!
Version 2.0 The one major change is that I figured out how to get the .sav to .map trick to work on my map and now the peasants are there from the beginning. Also all of the Trebuchets have at least 100 rocks and you have no stone in the stockpile (or at least very little) son you cannot fix your gate house a bunch of times as you could before. All catapults have rocks and stay a little farther away from you castle to make it a little harder for your archers to shoot them. Still, they aren't all that much of a threat. Hope you like the changes and please comment either way.
Version 1.9 Just to let you know, even though, I have not followed the normal order (1.1, 1.2, 1.3, 1.4 etc.) I do have all 1.1-1.9 versions of this map on my computer. It is just that some of the changes I didn't think were drastic enough to warrent a full update for the map. For version 1.9 there are several major changes. I am trying to get my map to work for Lord Raganar. To do this I took his suggestion and used it partally. The outer wall is now only partly filled with land. Hopefully this will get the AI to attack better. Also there are now two other places where the evemy can breach the wall other than the main gate. I added some more invasions to make them more frequent. There is now only one gate per level untill you get to the top of the city. I put some custom towers in the level that were inspired by the ones I saw in Warlord Designs level (Note that your troops can exit these towers but not reenter them. Odd isn't it?). You now have to last an additional year with 50 more people than before. There is one last thing that I have changed for this update. The Nasgul, Wringwarths, of simply the Nine now attack you castle in the form of enemy lords (Unfortunately there are only 4 enemy lords). There are still some things I have yet to do. I have not done the .sav to .map trick yet. There is some trouble with the peasants getting stuck. The city streets still remain largely undetailed. IF there were still six months till Stronhold 2 came out you can be sure that I would take the time to put in a lot more detail. As it is... The large amount of stone is for you to give to your trobuchets, but you shouldn't get a chance to repair your gate now.
Version 1.5 I attempted to solve the balancing issues. I nearly doubled the amount of attacking seige equipment, and increased the number of attacking sowrdsmen by 50%. I don't know what to do if they don't even bother to attack though. They have allways attacked me when I playtest the map. Now you have to last two years longer against the waves of attackers than before. I also added some more detail to the fields outside of the city.
Version 1.1 I think that I fixed the problem of the enemy troops walking around the first wall. I sincerely appologise to those who downloaded this map before I realized this problem.=) |
Pages: [1] 2 3 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Fearalex |
Posted on 03/03/05 @ 12:00 AM
Playability: 5
Well, the enemy could simply run into the city in a hole in the wall, but I fixed it in the map editor. This is a different Minas Tirith because the walls are bigger and there is more space to fight in witch there isn’t in the other Minas Tirith maps I have played. There are more different things about this map but that is things i thought where missing in other Minas Tirith maps. I should give a 4 because of the hole in the wall but that can be easily fixed so I gave a 5.
Balance: 3
I won the first time I played it (none of my soldiers died) and I choosed hard so I think it’s too easy. Otherwise it was perfect.
Creativity: 4
A unique Minas Tirith map. You begin this map after Denethor is yelling "abandon you’re posts, flee, flee for you’re lives!" so the troops is running towards the citadel when you start and so have to place them out yourself. Other unique things are the walls are bigger, more space to fight in, no rohirrim, passages through the courtyard, Denethors tomb and Pelennor fields is lowland.
Map Design: 4
Nothing special except that the city is beautiful. But this is Minas Tirith and the Pelennor fields are only grass so nothing special is needed but the mountains behind the city could be more detailed.
Story/Instructions: 5
The story describes the situation very good and he tells the winning conditions as well.
A unique and fun Minas Tirith map for those who seeks one.
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Lord_Raganar |
Posted on 03/03/05 @ 12:00 AM
X29 the outer wall of your Minas Tirith doesn stretch to the end of the map and the enemy is able to run around the first wall. You really have to fix this as it is a pretty big problem. |
Lord_Raganar |
Posted on 03/04/05 @ 12:00 AM
Look at my new review. I've gotten rid of the old one. |
X29
File Author |
Posted on 03/04/05 @ 12:00 AM
I believe I fixed the problem of the enemy running around the first wall in version 1.1. I am working on a second update that should fix balancing issues, and if I have more time I may detail the map more. I welcom any suggestions or requests for the update, please post any. |
X29
File Author |
Posted on 03/05/05 @ 12:00 AM
The next update is here. (Version 1.5) I sincerely hope this helps the balance of my map. Please let me know.
I am working on yet another update that will include a more detailed city with more custom towers and maybe sidewalks in the streets. I hope to have it up within the week, so if the balance is still off please either email me or post a comment here with your suggestions. Thank you! |
PGS |
Posted on 03/05/05 @ 12:00 AM
Playablitity 3:
You don't really have to do all that much once you've sent your troops where you want them.
Balance 3:
Kind of the same reason as playability.
Creativity 4:
Its all pretty good the seige engines coming down the tunnel to arrive at the right time is pretty good.
Map design 5:
Its awesome got to have taken ages to get the wall in perfect circles then put all the other stuff in.
Story / Instructions 4:
Well the storys good and I'd say it dosn't really need alot of instructions. |
Lord_Raganar |
Posted on 03/10/05 @ 12:00 AM
Nulled my scores until I get a chance to play v2.0 Also since it seems no one else is experiencing the problems of the computer not attacking.
Playability: Yet again there are still some issues that need to be resolved. The scripting of the catapults means they encircle the city but since they are so slow alot of them are destroyed, some don't shoot when they stop and since the walls are full of stone and there is not way for the enemy to knock that down they pose no real threat.
The siege towers arrived at my walls but the enemy again made no move to attack me and I was able to destroy them all.
The rams looked pretty menacing but since I could concentrate all my men at the gate area without worrying about the enemy breaking through the walls I was able to destroy them all before one even reached the gate. I really think you should make the walls so they aren't full of stone that way the player has to actually defend the outer wall.
Next is the fact that the enemy doesn't attack I don't know if it is just me experiencing this since you say this doesn't happen to you.
Balance: The map was quite easy I held the outer wall rather easily on the Very Hard difficulty since I only needed to defend the gate and the enemy didn't really attack me. I suggest you make the invasions larger, maybe some pikemen and swordsman to bolster the enemy forces. I aslo suggest you make them more frequent since they are very far apart, making them more frequent would send a constant stream of enemies at the player and make the map more fun in my opinion. Also since you have so much stone and the enemy just stands around so much it gives the player alot of oppurtunities to repair the outer gate which makes the map pretty easy.
Creativity: The way of scripting the siege weapons to arrive later was quite innovative.
Map Design: The landscape is better but still lacking something. The city is pretty good and the plaza at the top is nice. Though I still feel the city streets could be made more interesting since they are still a bit plain and the building placement is at times repetitive. I also think you should use the converting a .sav to a .map file trick to put working villagers in to the editors so there isn't this enormous stream of peasants flooding out of the keep at the start of the game. I gave this a 4 instead of the 3 I gave last time since I think the Map Design and Creativity should probably be getting 3.5 each so I decided to even it out with giving one of them 4.
Story/Instructions: The story and instructions are alright and to the point but they aren't absolutely amazing or anything. |
X29
File Author |
Posted on 03/13/05 @ 12:00 AM
The walls are filled with rock, that is true, but I did that on purpose. In the book the seige engines of mordor were unable to break through the walls of the city because of some magical power that the Numinorias had placed on them in their constriuction. This theme is continued in the movies. The only place the orcs were able to break through was the gate. In many other Minas Tirith maps the attackers breached the walls with catapults or hacked them away with their swords, but that isn't how the books or the movies depict the battle. I was trying to make the map more "realistic" by not letting the enemy break through the wall. Some have that all you need to do is protect the main gate because of this. That was not my intent. The seige towers were supose to allow the macemen to cross the wall and attack the city at many points. But this doesn't seem to have worked for some people when they played my map.
It is highly unlikely that I will remove the rock from the walls, because that would mean completely redoing them. |
Lord_Raganar |
Posted on 03/14/05 @ 12:00 AM
Yeah, I am not sure if I am the only one experiencing the troops not attacking or going to the siege towers cause everyone else doesn't seem to be commenting about it. I think it could be because of the walls being invincible. I had the same thing on mine where the walls were to high up off of the ground and the only way to get in was through the gate. The enemy refused to attack the second rings then I changed that and it got rid of the problem. |
Fearalex |
Posted on 03/15/05 @ 12:00 AM
Hehe, after this long discusion i bet this map will be the best :) |
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HGDL v0.8.2 |
Statistics |
Downloads: | 3,449 |
Favorites: [] | 0 |
Size: | 2.75 MB |
Added: | 02/27/05 |
Updated: | 12/19/08 |
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