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    posted a message on LOTR - Minas Tirith

    @aznbot256: Go

    For Pippin, I'd recommend either ramping him up as a hero, or grouping him with Gandalf.

    Having ten players is nice and all, but it makes getting a full house hard. A smaller number of more powerful players would work just as well.

    Posted in: Project Workplace
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    posted a message on LOTR - Minas Tirith

    @KeeperOfTheSevenKeys: Go

    Why Last Stand? Last Defence and Final Hour were better.

    Posted in: Project Workplace
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    posted a message on LOTR - Minas Tirith

    Im starting to get some games going, and a few problems have come up.

    1) The Rohirrim spawn way too many, way too fast. Cut them down to 1/4. They are supposed to be a thorn in the side, not the knife in the back.

    2) The Plea For Help Trigger needs work. Often, they will attack the player who spawns them.

    3) The armor and weapon upgrades for Mordor are too expensive for what they are worth.

    4) Pippin is a bit weak as a standalone hero

    5) In one game the encampment spawned out of place, and was incapable of healing.

    Posted in: Project Workplace
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    posted a message on LOTR - Minas Tirith

    @aznbot256: Go

    I really like this map, however I never managed to get a full game going because everyone got bored at the slow pacing. The Minas Tirith players seemed lacking in heroes, and they were bored with their (relatively) useless units.

    What I would like to know is how you managed to get your lobby player selection working so well.

    Posted in: Project Workplace
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    posted a message on Helms Deep v. Annatar

    @Atl0s: Go

    I can't test lag without a game to play it.

    Posted in: Project Workplace
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    posted a message on Helms Deep v. Annatar

    I made some minor adjustments last night to your map (mostly trying to figure out how to get it to work). I tried to add Perdition Turrets (Hot Oil, I R So Original!) but they kept exploding on start. I do not know if that is because the player they were assigned to didn't exist or because of some other feature I overlooked.

    I also changed the "bad guys die" trigger in an attempt to reduce lag. It now only responds to when either Ugluk or Saruman die.

    Posted in: Project Workplace
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    posted a message on Helms Deep v. Annatar

    @Atl0s: Go

    If you can get a few other people together, I'd be glad to play-test it right now.

    Edit: I just managed to get in a game with it, and uh.... there were some serious problems.

    The team selection at the beginning was a big problem. I picked the same team (Uruk-Hai) as another player, and as a result, I was turned into a spectator. You should try and organize that in either the pre-game lobby, or have the selection menu block people selecting the same option.

    Also, the game ended in about 5 seconds due to everyone dying quickly, including Ugluk. I do not know if that is because he was Massed with the creeps, or because the guy playing really sucked and got him killed.

    Posted in: Project Workplace
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    posted a message on Helms Deep - Need Feedback

    @rush8192: Go

    I've played your map (It's really, REALLY popular) A couple of times over the past few days, and I have a few suggestions:

    -Have seperate players for the three main heroes. Microing more than one hero is annoying.

    -You need a playable Uruk-Hai team.

    -More special abilities and triggers for the map in general. While fun, there is nothing special about the map that would make me prefer it over a more fully fledged map.

    It's really not bad. I like it. But it could be a lot better.

    Posted in: Miscellaneous Development
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    posted a message on Helms Deep v. Annatar

    I saw this map at the bottom (I always scan through for LOTR products between games) but haven't had a chance to play it. I'd be glad to play a few rounds with anyone willing to play with me.

    Posted in: Project Workplace
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