BBasic premise of the map is that each player has a base or bases and one or more capitol buildings. Keep your capitol buildings alive and destroy enemy forces.
You will spawn forces periodically. Construct more fortresses (the buildings that cost 5000 gas) to increase your spawn (to a maximum of 4).
I've play-tested this as well as I could using Test-Document. There will likely be issues with button tooltips and the little details like that, but all the big ideas should be there and be working.
There are currently 3 teams working. The Noldor (Gondolin - Red, Hithlum - Blue, Nargothrond - Orange), the Sindar (Falas - Teal, Doriath - Purple) and the Sons of Feanor (Yellow).
Most of the unit stats are transferred over from SC:BW so there are likely going to have to be considerable balance changes, especially in regards to base defenses (I no longer have miss chance from elevated heights or under trees to work with).
A few features to come soon are a new unit that spawns for most of these players, and a hero for the Sons of Feanor.
If you find any bugs, have any suggestions or just wanted to talk about it, thats what this thread is for. Thanks for playing! (or if you're not playing, at least for reading this)
Update: Evils are now implemented! Upgrades for them will be implemented soon!
Update: Everything, except for 1 hero, that is going to be in the map is there and should be fully functional. All thats really happening now are optimizations and tweaks here and there.
I couldn't find the map for download and also was wondering if it worked using AI I currently can't use battle net due to a screwed up internet connection and the comp im using to get on the net is too old for SC2 I would be more then happy to give the map a shot if i can find it for DL
@ Laraven well when you get back online you can find the map on battle net just search for middle earth. thats how i found it. as far as i could tell AI will only defend, they dont build anything and they dont attack so i dont think its what your looking for.
@Diablito Great job so far, brings back a lot of memories. few issues that i noticed.
1. science facility is still a science facility.. maybe you meant for it to be this way but it seemed out of place to me. also it can lift off and in the case of Gondolin you can not land it where it started.
2. armor is free, will upgrade to 15 but you can keep researching it indefinitely. also you can have multiple armory's researching armor at the same time.
3. how many castles can you build that will up your spawn? i got to 3 before i quit and Gondolin was getting crowded VERY fast. not sure how you would fix this without taking away from the terrain. maybe just give stronger units as compared to more? would probably help with lag on slower machines as well.
The effects from castles max out at 4 and you shouldn't receive gas from building the 4th. I'll check out their triggers.
Science facility was meant to be a science facility and function just like it did in SC1 at least for weapons :) As far as the lifting and landing, ya gondolin you cant land it back there, but if you meant it to go there why would you lift it in the first place?
The armor upgrades not disappearing is a bug and will be fixed by the end of tonight. They are meant to be able to be queued at the same time. I may decide later to remove the queue ability of research buildings but for now its a convenience.
As far as lag I played a 6 man game today and didnt have any lag until feanor's army (unused up until this time, after 3rd castle is complete) decided to attack mine and gondolin's army.
i love this kind of maps, but i cant find it in bnet, maybe cause you are on us server and i on eu server? i also didnt find it in map list on sc2mapster. where can i get it to spread it in europe? :)
(also is there a search function in bnet? cant find it)
ok just got to play a full game so here is my feedback.
-ZOMG LAG.
you automatically knew when a battle was taking place because you couldn't move!
I'm gonna say it again, i think you need to spawn less units. just make them more powerful as the castles increase.
-slight (I'm being kind) imbalance in the castle health department. evil castles died to my 2 carriers in seconds. human castles didn't die to my 10 carriers at all. i believe they should be even across the board i see no reason why evil has such shoddy craftsmanship.
-i would consider adding a trigger that kills a player or at least stops their spawn if they leave. currently leavers continue to spew out men and really really bog the game down.
are there victory conditions? i was last man standing but didn't get a win screen. the leavers bases were still up. (too many units for me to kill) does everything else have to be dead?
-load screen had whatever you wrote for it on their twice. once big and once in tiny print. one on top of the other. made reading it very difficult.
-random units found around the place were nice. could ad a little text to go along with them so its not just "guess i get some units"
-never reached a shield cap. got to 26 and still going strong.
-castles max at 5 now? that's what i had in total. also did not understand why i had an evil castle as the SoF. just for the hero upgrades? on a side note the SoF felt very lonely. you might consider breaking them up into a team of 2. if that's possible.
well, that's all i can think of right now. looks like its coming along very nicely. keep up the good work!
-Dark Fortresses have 50 more armor than human castles and the same amount of life. Curufin may have been in the 2 carriers (his interceptors do more damage than regular carriers). Their armor is 150, regular is 100 (meaning regular intercepts do 1 damage to them).
-The spawning trigger now only fires for them if they are playing. Their allies may still use their existing units or base to work out of (I actually like this feature, you aren't as screwed if your partner just up and leaves). In the couple game I played this seemed to help lag. Also I still need to implement a maximum number of units per player as a lot of people don't know what the hell they're doing and never use their army.
-There are victory conditions that fire when you have no more enemies. This does not count active players right now, it probably will in the future.
-Fixed the load screen.
-I most likely will add text for findies, just haven't yet.
-Shield upgrades max at 40, I will probably lower to 30
-Castles (or castle effects) max out at 4.
-Yes, the hive is just for the hero upgrade.
-SoF is anti-social and doesn't want any friends. Honestly it could either be gimped 2 players or a strong 1 player so *shrug*.
Just played two games. Once as Yellow (Sons of Feanor) and once as Falas (Light Blue).
I love these kind of games. But I do have some constructive criticism.
As Yellow: 1. Slightly boring. You're in the side of the map completely by yourself (only one place to defend). You just kind of exist without purpose. Attacking Purple is a complete waste of time since most of his buildings are invulnerable (or so I thought, not spending time to attack him). So I attacked Light Pink, who was gone anyway.
2. Not sure about the Hive on the higher ground. I built a drone to build a dark castle (don't think that I ever saw it finish). But I couldn't build anymore because the Hive didn't ahve any more energy to build it. Not sure what that was about.
As Light Blue: 1. I love the island expansion. Is that supposed to be the Lonely Isle? It has no ground defenses though. A single zealot could destroy the entire island with no resistance besides the workers. Of course, that may be intentional. I wouldn't mind if it was.
2. The scanner sweep may be overpowered. I used it to very great extent alongside purple. Just us two destroyed Orange, Blue, and Red (everyone else eventually quit). It helped us destroy bases like nothing.
All in all, I love these games. I will definitely be playing your version again, and can't wait for more updates for it. Thank you!
well Curufin along with his brothers was locked in a battle to the death with melkor and sauron just outside my base(he died shortly after) so i can be sure it was not him. maybe it was just because they had no AA left that it felt like it went down easy...
You can now select what faction you want to be while in the lobby! Also, there is a maximum unit limit, it is very high for now so I can see how often its hit.
Sorry I haven't checked on this thread in a little bit. If you're on the EU side it's not released there yet. Currently I'm still making 2-3 edits and republishes a day. Once I reach a final version, either I'll hopefully be able to publish it over there or I'll find someone to publish it for me on EU.
Morgoth will get a heal the day he has 150 armor and starts out at 600 damage.
BBasic premise of the map is that each player has a base or bases and one or more capitol buildings. Keep your capitol buildings alive and destroy enemy forces.
You will spawn forces periodically. Construct more fortresses (the buildings that cost 5000 gas) to increase your spawn (to a maximum of 4).
I've play-tested this as well as I could using Test-Document. There will likely be issues with button tooltips and the little details like that, but all the big ideas should be there and be working.
There are currently 3 teams working. The Noldor (Gondolin - Red, Hithlum - Blue, Nargothrond - Orange), the Sindar (Falas - Teal, Doriath - Purple) and the Sons of Feanor (Yellow).
Most of the unit stats are transferred over from SC:BW so there are likely going to have to be considerable balance changes, especially in regards to base defenses (I no longer have miss chance from elevated heights or under trees to work with).
A few features to come soon are a new unit that spawns for most of these players, and a hero for the Sons of Feanor.
If you find any bugs, have any suggestions or just wanted to talk about it, thats what this thread is for. Thanks for playing! (or if you're not playing, at least for reading this)
Update: Evils are now implemented! Upgrades for them will be implemented soon!
Update: Everything, except for 1 hero, that is going to be in the map is there and should be fully functional. All thats really happening now are optimizations and tweaks here and there.
I couldn't find the map for download and also was wondering if it worked using AI I currently can't use battle net due to a screwed up internet connection and the comp im using to get on the net is too old for SC2 I would be more then happy to give the map a shot if i can find it for DL
@ Laraven well when you get back online you can find the map on battle net just search for middle earth. thats how i found it. as far as i could tell AI will only defend, they dont build anything and they dont attack so i dont think its what your looking for.
@Diablito Great job so far, brings back a lot of memories. few issues that i noticed.
1. science facility is still a science facility.. maybe you meant for it to be this way but it seemed out of place to me. also it can lift off and in the case of Gondolin you can not land it where it started.
2. armor is free, will upgrade to 15 but you can keep researching it indefinitely. also you can have multiple armory's researching armor at the same time.
3. how many castles can you build that will up your spawn? i got to 3 before i quit and Gondolin was getting crowded VERY fast. not sure how you would fix this without taking away from the terrain. maybe just give stronger units as compared to more? would probably help with lag on slower machines as well.
hope this helps.
@TrainWreck03: Go
The effects from castles max out at 4 and you shouldn't receive gas from building the 4th. I'll check out their triggers.
Science facility was meant to be a science facility and function just like it did in SC1 at least for weapons :) As far as the lifting and landing, ya gondolin you cant land it back there, but if you meant it to go there why would you lift it in the first place?
The armor upgrades not disappearing is a bug and will be fixed by the end of tonight. They are meant to be able to be queued at the same time. I may decide later to remove the queue ability of research buildings but for now its a convenience.
As far as lag I played a 6 man game today and didnt have any lag until feanor's army (unused up until this time, after 3rd castle is complete) decided to attack mine and gondolin's army.
Thanks for the compliment and bug reports :)
@Diablito816: Go
Many fixes have been made since initial and Evils are now implemented with upgrades to come, check it out!
i love this kind of maps, but i cant find it in bnet, maybe cause you are on us server and i on eu server? i also didnt find it in map list on sc2mapster. where can i get it to spread it in europe? :)
(also is there a search function in bnet? cant find it)
ok just got to play a full game so here is my feedback.
-ZOMG LAG.
you automatically knew when a battle was taking place because you couldn't move!
I'm gonna say it again, i think you need to spawn less units. just make them more powerful as the castles increase.
-slight (I'm being kind) imbalance in the castle health department. evil castles died to my 2 carriers in seconds. human castles didn't die to my 10 carriers at all. i believe they should be even across the board i see no reason why evil has such shoddy craftsmanship.
-i would consider adding a trigger that kills a player or at least stops their spawn if they leave. currently leavers continue to spew out men and really really bog the game down.
are there victory conditions? i was last man standing but didn't get a win screen. the leavers bases were still up. (too many units for me to kill) does everything else have to be dead?
-load screen had whatever you wrote for it on their twice. once big and once in tiny print. one on top of the other. made reading it very difficult.
-random units found around the place were nice. could ad a little text to go along with them so its not just "guess i get some units"
-never reached a shield cap. got to 26 and still going strong.
-castles max at 5 now? that's what i had in total. also did not understand why i had an evil castle as the SoF. just for the hero upgrades? on a side note the SoF felt very lonely. you might consider breaking them up into a team of 2. if that's possible.
well, that's all i can think of right now. looks like its coming along very nicely. keep up the good work!
@TrainWreck03: Go
-Dark Fortresses have 50 more armor than human castles and the same amount of life. Curufin may have been in the 2 carriers (his interceptors do more damage than regular carriers). Their armor is 150, regular is 100 (meaning regular intercepts do 1 damage to them).
-The spawning trigger now only fires for them if they are playing. Their allies may still use their existing units or base to work out of (I actually like this feature, you aren't as screwed if your partner just up and leaves). In the couple game I played this seemed to help lag. Also I still need to implement a maximum number of units per player as a lot of people don't know what the hell they're doing and never use their army.
-There are victory conditions that fire when you have no more enemies. This does not count active players right now, it probably will in the future.
-Fixed the load screen.
-I most likely will add text for findies, just haven't yet.
-Shield upgrades max at 40, I will probably lower to 30
-Castles (or castle effects) max out at 4.
-Yes, the hive is just for the hero upgrade.
-SoF is anti-social and doesn't want any friends. Honestly it could either be gimped 2 players or a strong 1 player so *shrug*.
Thanks for the feedback and problem reports :)
Just played two games. Once as Yellow (Sons of Feanor) and once as Falas (Light Blue).
I love these kind of games. But I do have some constructive criticism.
As Yellow: 1. Slightly boring. You're in the side of the map completely by yourself (only one place to defend). You just kind of exist without purpose. Attacking Purple is a complete waste of time since most of his buildings are invulnerable (or so I thought, not spending time to attack him). So I attacked Light Pink, who was gone anyway. 2. Not sure about the Hive on the higher ground. I built a drone to build a dark castle (don't think that I ever saw it finish). But I couldn't build anymore because the Hive didn't ahve any more energy to build it. Not sure what that was about.
As Light Blue: 1. I love the island expansion. Is that supposed to be the Lonely Isle? It has no ground defenses though. A single zealot could destroy the entire island with no resistance besides the workers. Of course, that may be intentional. I wouldn't mind if it was.
2. The scanner sweep may be overpowered. I used it to very great extent alongside purple. Just us two destroyed Orange, Blue, and Red (everyone else eventually quit). It helped us destroy bases like nothing.
All in all, I love these games. I will definitely be playing your version again, and can't wait for more updates for it. Thank you!
@Diablito816: Go
well Curufin along with his brothers was locked in a battle to the death with melkor and sauron just outside my base(he died shortly after) so i can be sure it was not him. maybe it was just because they had no AA left that it felt like it went down easy...
as for the rest, cool.
yeah def, need that unit cap. i just got lagged out of a game by the sindar massing forces.
@TrainWreck03: Go
You can now select what faction you want to be while in the lobby! Also, there is a maximum unit limit, it is very high for now so I can see how often its hit.
thanks
Hi, I joined sc2mapster just a minute ago to say 1 thing. MORGOTH NEEDS A HEAL !!!
i still want to know where i can get this map? its not on map list on this site and i cant find it in bnet :/
@Opfermeister: Go
Sorry I haven't checked on this thread in a little bit. If you're on the EU side it's not released there yet. Currently I'm still making 2-3 edits and republishes a day. Once I reach a final version, either I'll hopefully be able to publish it over there or I'll find someone to publish it for me on EU.
Morgoth will get a heal the day he has 150 armor and starts out at 600 damage.
cool, thx for the infos. cant wait for it to play it :)
also thx for the work u are putting in it :) i loved these maps in bw ;)
Just one question: How do I get in on the testing?!? Or where can I give this a download.
I may or may not have been a Pre-LotR fiend back in the day...
@murakumox: Go
This is publicly available on US side right now mura. It's somewhere in the 60ish games per hour I think about now.