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| | #1 |
![]() Join Date: Jan 2007
Posts: 874
![]() | ME Risk Edits I've been lightly working on the map lately, but if anyone has any ideas that they thought needed to be changed, post here, be it terrain editing, etc. Be sure to post your WC3 name along with it, so if I agree with your edits I can give you credit. Thanks! ![]() |
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| | #2 |
![]() Join Date: Mar 2007
Posts: 9
![]() | Re: ME Risk Edits the sticky said you wanted to add borderlands and thats an ok idea but how about making Rivendell a nation. it is big enough to fit in that space you would just have to change the terrain a bit because rivendell has a lake running through it with mountains on either side. :1337: |
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| | #3 |
![]() Join Date: Jan 2007
Posts: 874
![]() | Re: ME Risk Edits Good idea, but then i'd have to put Borderlands somewhere, maybe as part of Arnor.. |
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| | #4 |
![]() Join Date: Mar 2007
Posts: 1
![]() | Re: ME Risk Edits i saw that land and Rivendell is not that big. I would stick to the Borderlands idea. pUt some goblins and orcs up there maybe even uruks . BUT shire needs to be moved from where it is now to basically where rivendell is now and you need to put in the Gray Havens and move Rivendell to sort of outside of Moria with some animations i dunno. i think youd have enough room for 2 more nations after this. |
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| | #5 |
![]() Join Date: Mar 2007
Posts: 9
![]() | Re: ME Risk Edits He has a point go with that.. : ![]() |
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| | #6 |
![]() Join Date: Mar 2007
Posts: 1
![]() | Re: ME Risk Edits Snaga Orcs could be good along with Saim-Hai and Olog-Hai Trolls. Let the Mithril Mines train the Balrog and I found a bug in Moria, when you train a main he becomes stuck behind the tower but if you set a rally poin then they dont for everyone. Gondor could use more defense from the seas and stuff maybe give Cair Andros a spawn because it is so far away. You could complete a North Ithilien and make an Empire for all of Ithilien. Also, giving Hobbits another unit would be good, like a Factory Worker and a Syren who would be powerful. I love what you've done with the map so far, I hope I am of help. |
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| | #7 |
![]() Join Date: Mar 2007
Posts: 8
![]() | Re: ME Risk Edits nos 2 things one is that fornorst has to be but into Arnor ill pinpoint the exact location when were playing and take out forodwraith beacuse its not apart of arnor thought it is above. Also before i foget if possible put the mountains of mirkwood behind mirkwood. Also Dunland could be a counrty if its not already one ill be happy to help with units if you can't think of any. and then theres the grey mountains.... OWN INC. IT HAPPENS GET USED TO IT |
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| | #8 |
![]() Join Date: Mar 2007 Location: Underground
Posts: 5,879
![]() ![]() ![]() | Re: ME Risk Edits Ok, in Version 6.18, you should have a little less water! I like the idea of it, but not every city in gondor need to be on a peninsula! =p Also, The Iron Hills and the Brown Hills are on an island. That makes the Dwarves look like they live Underwater! Third, Mirkwood isn't on an island either LOL. Finally, Rhun in the book is a desert country! =) Helm's deep's culvert in the deeping wall is a little far to the left and the grass is out of place. As soon as you enter minas tirith, you can have melee guys whack the guy on the circle THROUGH the wall. That's what i say could be changed! (and the rough dirt is depressing ![]() ![]() ~KingStubby, USeast[br]I don't know why, but i didn't get credit for the Iron Hills idea ![]() Please add me to the credits 8)~KingStubby, USeast ------------------------------------------------- ME HAPPY! ![]() And now, directly from chip's signature... ![]() |
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| | #9 |
![]() Join Date: Mar 2007
Posts: 8
![]() | Re: ME Risk Edits Stubby as somone who knows the water is for boats nothing mutch else althought there is a bit to mutch water.And for the Iron Hills and the rest of the dwarven places it couldnt be helped there was not enought room on the map. OWN INC. IT HAPPENS GET USED TO IT |
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| | #10 |
![]() Join Date: Mar 2007
Posts: 151
![]() | Re: ME Risk Edits How about giveing gondor more men as spanws? I belive for the whole continent of gondor, u only get 1 man a spawn? There is no point in holding it. I usaly go for rohan, and then gondor, but that sucks, since u have to fight on so many fronts. So most people go for Mordor, and later expand to the whole right side. Normaly who ever holds mordor wins. |
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| | #11 |
![]() Join Date: Feb 2007 Location: Paradise City
Posts: 618
![]() | Re: ME Risk Edits The Gondor spawn gives 2-3 units each time, the income increase also makes up for alot of it, so it's ok there imo... |
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| | #12 |
![]() Join Date: Mar 2007 Location: Underground
Posts: 5,879
![]() ![]() ![]() | Re: ME Risk Edits personally, i think that Dol Amroth and Cair Andros should have spawns, seeing how one is extremely far away, and the other is a mighty fortress (worthy of at least an archer and a civilian) ~Kingstubby ![]() And now, directly from chip's signature... ![]() |
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| | #13 |
![]() Join Date: Jan 2007
Posts: 874
![]() | Re: ME Risk Edits Dol Amroth and Cair Andros will recieve +1 gold each and a minor spawn each. And you haven't played 6.19 yet, King, DL it here I have attached it. |
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| | #14 |
![]() Join Date: Mar 2007 Location: Underground
Posts: 5,879
![]() ![]() ![]() | Re: ME Risk Edits Actually, i have played it, but to my knowledge they didn't have spawns ![]() And now, directly from chip's signature... ![]() |
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| | #15 |
![]() Join Date: Feb 2007 Location: Paradise City
Posts: 618
![]() | Re: ME Risk Edits They don't receive spawns, don't know about gold but no spawns... but maybe Nos is referring to a new version? |
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| | #16 |
![]() Join Date: Mar 2007 Location: Underground
Posts: 5,879
![]() ![]() ![]() | Re: ME Risk Edits I've been doing random things on an unprotected map of Clay_Smith's that he let me edit, just to doodle around a bit. I added The Blue Mountains, The Misty Mountains, (that aren't part of moria) Orophers Hall in mirkwood, The Caves of Aglarond behind the Deeping Wall, (the caves lead into a spot in the middle of the mountains between rohan/gondr) and i also added Druadan Forest. (The Place that the wild men known as Woses inhabited in the ROTK leading the rohirrim to gondor) I made all these things, but i'm never taken seriously and people say im just made it so i can hack it. If you want to i'll let ya use the map as a base for the terrain of all those damn regions/random bases i created.[br]-----Random terrain things----------------------------------------------------- *there should be a waterfall in ithilien (ith's main feature that i added in the attached map!) *gray havens have mountains mostly surrounding it's port (like in the movie) *Dol Amroth is grassy, hilly, and farther to the west. (according to the ROTK) *Dwarves are on an island (makes them look like they're tunneling underwater) *Mountain's peak is in a cave (wtf?) *The Dwarven pass in erebor leads to nothing, so it can't be a pass. (maybe u use it 2go nowhere!) *weathertop is farther south than rivendell (or the hobbits would have past rivendell in the FSOTR *Barad Dur is built right beside Mt. Doom.(not faaaaar away) *Mordor has no lake.(just one tiny brown blackened and poisoned stream) *Esgaroth is the town destroyed by smaug in the hobbit (not a part of rhun) These are just random things that might make the terrain more realistic. ~Kingstubby~ lol ![]() And now, directly from chip's signature... ![]() |
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| | #17 |
![]() Join Date: Jan 2007
Posts: 874
![]() | Re: ME Risk Edits Mordor does have a lake called Nurn, that's what the water is there for. Ah, and Druadan Forest, I know that Wose live there, but could you give me some other units that you may know of like a ranged type because I am adding that to V 6.20 at the moment. |
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| | #18 |
![]() Join Date: Mar 2007 Location: Underground
Posts: 5,879
![]() ![]() ![]() | Re: ME Risk Edits well, woses DO have poisoned spears as well to throw. (according to theoden) btw, how do ya like my gray/blue mountains idea? lol ![]() And now, directly from chip's signature... ![]() |
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| | #19 |
![]() Join Date: Jan 2007
Posts: 874
![]() | Re: ME Risk Edits It's a good idea but the map does not have that much room and its really down to adding in small nations but yeah if I had room I would do it. |
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| | #20 |
![]() Join Date: Mar 2007 Location: Underground
Posts: 5,879
![]() ![]() ![]() | Re: ME Risk Edits ok, well, that DOES make sense. but if you're talking small, try adding westmarch. (the land between the shire and the gray havens that the hobbits expanded into after sauron dies) Another one could be the old forest, including bases like... *Old Man Willow *Tom Bombadil *The Scorch (the place where the hobbits burnt some trees and now the trees wont go there) ![]() And now, directly from chip's signature... ![]() |
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| | #21 |
![]() Join Date: Mar 2007
Posts: 17
![]() | Re: ME Risk Edits Hey I wanted to point out that your link to dl 6.19 doesn't work |
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| | #22 |
![]() Join Date: Feb 2007 Location: Paradise City
Posts: 618
![]() | Re: ME Risk Edits Do you mean 6.18? And this should probably be PM'ed to Nos-Feratu. if you want it to be fixed faster. |
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| | #23 |
![]() Join Date: Jan 2007
Posts: 874
![]() | Re: ME Risk Edits I generally post this on the Downloads section but i'll attach 6.20 here, it's the latest version. |
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| | #24 |
![]() Join Date: Mar 2007
Posts: 8
![]() | Re: ME Risk Edits You wanted me to put it on forums so here goes nos...first is grey mountains doesnt have to be to big but still try to see if it will work. Another is Forodwraith and the Northern Waste then theres the mountains behind mirkwood.Then what about dunland as a county. Angmar has mountians on its west side that allow only one entrance in(unless caves are made hint hint) and the one entrance is the shire and moria. Then theres a base in Arnor called Fornorst witchis a dunedain/Dwarven citadel thats protected from the east by mountains then there's the new structure for angmar called an entmoot then in mordor you have to move the Bar-Dur and mount doom back further to the middle of mordor then theres 2 new places ones called UDUN and the other is Morannon.Also the black gate may be in the wrong place beacuse according to the map the new country called Udun(or city but for country i can help make cities) is supposed to go whyere the black gate is and the black gate goes more towards angmar but still close to the Bar-Dur. OWN INC. IT HAPPENS GET USED TO IT |
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| | #25 |
![]() Join Date: Mar 2007
Posts: 17
![]() | Re: ME Risk Edits I have some ideas for the map also mostly dealing with current country locations and a few balancing ideas: 1) Make a ship with an attack, you don't need to be able to build lots of them or for them to be powerful but Its rediculous to have to defend every inch of coast line when people that should be out of the game come raiding. Maybe make them only available at certain important ports like Pelgier, Grey Havens, Umbar, etc. If you don't decide to put in the ships maybe cut down the number of ports, at the moment they are everywhere and distract alot from strategy, as going behind someones lines and pumping out units is way to easy. 2) The Dwarf Mines, all of them are unbalanced due to the ability to hole up in them and generate income. This is pretty easy to fix, most of the mines in the books have an aboveground enterance to defend or another aboveground area associated with the region. Erebor is the easiest with this seeing you already have the city of Dale (spelled wrong currently on the map, Dal) which is a human town associated with the Lonely Mountain. So Move that outside the main mine and give it human units and it now makes it much harder to control mass income while turtleing in the mines. (on a side note the bowmen of Esgaroth in Rhun could go here seeing Esgaroth was not in Rhun but on the Long Lake south of Erebor) 3) Dol Guldor, it is currently east of Mirkwood when it should be attached in a forest directly to the south. In the book map the Great river runs between the Misty Mountains and Mirkwood, but seeing you just moved Mirkwood to replace erebor you could keep the river and switch west rohanvion with where Dol Guldor currently is. If you make that change than you should also get rid of the the river that runs between the current Dol Guldor and Rhun and East Rohanvion, you can still keep them divided with trees or mountains, just this area is mostly plains not rivers. (another quick thing, in the current Mirkwood region you have a place named Dol Galdor, I think this is a left over from a previous map when Dol Guldor wasn't a region and also a spelling error just as a heads up) 4)The last big thing is Arnor, you have it as a foresty region that is mostly rangers and dwarfs, there should be more goblins up here as it is the location of both Mount Gundabad and Angmar, perhaps make the region east of the mountains an "Angmar Region" keeping the fortress of Angmar itself on the west, and then combine what you currently have as South Arnor with the two west most bases in Arnor to make a greater Arnor region, mabybe add the fortress of Fornost inplace of one of these control points. 5) Just a little problem I have with the game is the generation of almost twice the amount of wood if you own Fangorn, either make wood generation based on the number of countries you control to balance this or take out the Fangorn bonus. Allright I realize thats alot but I host this game alot and those are the big problems and ideas I have concerning it at the moment. Thanks |
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