By: brutetal
Based off SC:BW version. The layout of the city is modified because of the size and game play aspects. The map is based more on the movie than the book.
Select whoever you'd like to play as in the Lobby from the drop down list. First come first serve.
There is an empty slot to switch with other players, you'll get an unselected choice if you start with the empty slot. Playable on Bnet US Region.
SPECIFICATIONS
Players
10 Players max Map Tileset
Bel'Shir Map Size
256x256
DETAILS
2 Minas Tirith players
3 Heros for Human's side
3 Heros for Mordor's side
2 Mordor players
1 hour and 10 minutes until Aragorn arrives
55 minutes until The Rohirrim arrives
Minas Tirith
Defend the city at all cost.
Mordor
Limit to 3 Siege Towers and 2 Gronds per player
Protect the Siege Towers as they make their way to the outer wall.
Protect Grond as it makes its way to the Great Gates
Destroying the barracks is optional but recommended. Witch King & Nazguls
Limit on respawns.
Use the Encampment at the port to purchase units.
Abilities:
Screech: slows down enemy units for 10 seconds.
Mount: Change between an air unit or ground units
SCREENSHOTS
Mass Attack unit with Mass Attack ability
Osgiliath Encampment with Training and a weapons upgrade ability
The White Tree of Gondor and the Citadel
Great Gates of Minas Tirith
The Citadel
PROGRESS
IDEAS (98%)
TERRAIN (100%)
UNIT PLACEMENT(100%)
TRIGGERS (97%)
UPDATES
8/30/10
1.22 Fixed a few loops in triggers that outputs the wrong units
1.23 Several unit balance changes. Added armor upgrade for Mordor and Nazguls
1.24 Minor fixes and balance issues
1.25 Its public on the game list in the US region and fixed Heal and Oilphant abilities
9/1/10
1.26 - 1.38 Major fix on trigger that gives players units at start
Decreased Nazgul and Witch King health by 500
Decreased Nazgul and Witch King damage to 65 and 70
Decreaed Nazgul and Witch King Fell Beast damage to 45
Decreased Nazgul Screech duration to 8 and range to 8
Increased Faramir health by 500
Removed player and ally flags from trebuchets and catapults
Increased The Rohirrim initial spawn by 5
Decreased Lightning damage
Stopped Masser unit from using Siege Tower
Encampments have Photon Cannon weapon, not usable while building/upgrading
Grond can only attack gates now
Limited the spawn for Rohirrim, Haradrim, and the Dead Men
9/3/10
1.39-1.58
Added Prince Imrahil and Lord Denethor to Minas Tirith players.
Added 250 to Nazgul and Witch King health
Fixed Alliance and give units triggers
Added a respawn command when your hero dies type "-RESPAWN HERO" or "-RESPAWN NAZGUL"
(Wait a minute for them to respawn, 3 respawns max)
Minors tweaks and balance issues
9/4/10
1.59 & 1.60
Added Tower of the Guard, pylons, for quicker access to heal heros. But do not heal as much as House of Healing.
Changed Pippin's damage to 30 and +3 light.
Increased Orc Swordsman attack speed to 0.6
Ensure that the Haradrim spawn is limited
1.61-1.73
Minor unit balances
Changed Psionic Storm damage
Placed additional fail safe so players don't get the wrong units
1.74-1.79
Added text command to open and close gates
Lowered Rohirrim spawn limit
Cost 50 minerals from Minas Tirith or Mordor players to respawn
Few more balance changes
1.80-1.06
Added a basic attack script for both Mordor players under control of Computers.
Difficulty does not matter right now. Its still beta, use with caution.
Increased attack damage for Faramir, Gandalf and Pippin per attack upgrade.
+5, +5, +4, respectively
Mordor:
Health Upgrade
+10hp to Orc Swordsman and longbow
Base Cost: 20 minerals, +5 per level.
Max level: 5
You can get it at the Encampments.
If both Mordor or both Minas Tirith players leave, you should still be able to respawn now.
->2.22
Fixed Game Variants. Map can be played publicly again.
Added a dialog for heros to respawn now, instead by text when dead.
Added 5 basic levels to Pippin, Gandalf, Nazguls and Witch King.
Pippin can switch weapons at level 2.
Reduced the limit of units for both Mordor players.
Reduced the limit of units for both computer controlled Mordor players.
Improved the computer scripts for both Mordor players. (Still beta)
Upgrades for weapon, armor and health are now connected to either Witch King or the other Mordor player, if one or both Mordor players are under computer control. Limit to 4 levels each.
-> 2.25
Added 3 levels to psi storm abilities, 5 levels to hero's aid, 5 levels to Nazgul screech.
Added a gate control dialog for defenders.
"Toggle Selected Gate" remembers the last selected gate per player, the gate does not have to be reselected if it is the same gate.
-> 2.28
Fixed heal to fully heal heroes completely.
Fixed ai script(still beta)
Increased the amount of money players get.
Changed Health upgrade to increase the health of spawned trolls.
-> 2.35
Added buttons and description for each level of abilities for heroes.
Fixed a few minor bugs.
->2.39
New abilities:
Standing Ground
+10 armor when holding position
Duration: 7 seconds
Denethor, Imhrail, Faramir, Pippin
Rage
Increase movement and attack speed of self and allied units.
+2 movement speed, 35%+ attack speed, Duration: 7 seconds.
Trolls, that are purchased through Encampment and not spawned, Orc Commander
->
Added 3 levels to Standing Ground, Shockwave and Focused Blast
Updated AI Script, still in beta.
Few unit stats change http://www.staredit.net/topic/10899/
I made quite a few updates to the map. Sadly I had to nerf Nazgul and Witch King, even though they are quite fun to play as.
Also, if you start with only one Minas Tirith player, he will gain control of the other one. If you start with only Gandalf OR Faramir, then they will gain ownership of both Minas Tirith players. Gandalf has priority over Faramir; its just the way I ordered it.
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.
I added a hero for each Minas Tirith Player. The Minas Tirith units still need tweaking. Any suggestions will help.
The lobby took the longest to get working just right.
Its basically a loop that goes through each player and checks each player's value that they selected in the lobby and store it to a global variable to be referenced through out the game. But the alliance settings was tricky, because you didn't know who was playing or who the player choose to play as. So, I made an if then else for each player. Check if they are playing, then set them to ally or enemy depending on the relation of the two players.
Could you elaborate more on how you got the lobby thing to work? Im trying to make Heavens Last Stand for sc2 and im mostly done except for the lobby thing. I'll do everything i can to make Minas Tirith more popular and build a statue in your honor if you help : )
The first one sets the player number/id into individual global variable that correspond with their choice. You can use an array if you want.
Event -
Map Initialization
Action -
Player Group - Pick each player in (All players) and do (Actions)
General - Switch (Actions) depending on (Minas Tirith value for player (Picked player)) (If this player chose Minas Tirith in the lobby,)
General - If (Minas Tirith)
Actions (Local variable, tells me this choice is taken)
Variable - Set MinasTirith1 = 1 (Global variable, tell me who this player is and to be referenced later)
Variable - Set Player MT1 = (Picked player) repeat for each value
The alliance triggers, since you do know who is playing and who choose what, you must check if they are playing or not before giving them the alliance setting.
Alliance Triggers: Do this for each player/value
Event -
Condition -
(Status of player Player MT1) == Playing
Actions - (Repeat and change for each player/value)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player Player MT2) == Playing
Then
Player - Make player Player MT1 and player Player MT2 treat each other as Ally With Shared Vision And Pushable
Else
If you want to give players units that correspond to what they choose, use unit groups.
Create local variables with data type "unit groups".
Since I made player 1 have Minas Tirith units, I chose that player and added all his units to a unit group and gave control over to the person who choose Minas Tirith.
Example:
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit Group - Add (Picked unit) to MinasTirith1 2
Then give the player the units by doing this:
Unit Group - Pick each unit in MinasTirith1 2 and do (Actions)
Actions
Unit - Change ownership of (Picked unit) to player Player MT1 and Change Color
1.) I'm still working on the right number for them.
2.) I fixed it. I was sure I set the right setting. But I think the Editor changed it.
3.) For mordor, its fine, I believe. Minas Tirith players tend to forget about supply carts, you can get 50 minerals for killing them. Killing Tower of the Guard gives you 30 minerals each.
4.) I'm still working on it, any suggestions for it?
Something seems to be wrong with the nazgul respawn. It doesn't seem to be working at all, even with both Mordor and the Nazgul having 50 mins and both typing -RESPAWN HERO.
The nazgul in question died in DT form on the walls of minas.
Uhh... Its -respawn nazgul.
Did you guys read the tip?
I made a few updates.
Increased attack damage for Faramir, Gandalf and Pippin per attack upgrade.
+5, +5, +4, respectively.
Mordor:
Health Upgrade:
+10hp to Orc Swordsman and longbow
Base Cost: 20 minerals, +5 per level.
Max level: 5
You can get it at the Encampments.
If both Mordor or both Minas Tirith players leave, you should still be able to respawn now.
No, I haven't yet. I've been working on some gameplay elements for a Helms Deep map instead. I've already got a working destructible wall that units can walk across, stand, and attack on before it gets blown up instead of current maps its just some destructible rocks or supply depots.
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LOTR - Minas Tirith v2.55
By: brutetal
Based off SC:BW version. The layout of the city is modified because of the size and game play aspects. The map is based more on the movie than the book. Select whoever you'd like to play as in the Lobby from the drop down list. First come first serve. There is an empty slot to switch with other players, you'll get an unselected choice if you start with the empty slot. Playable on Bnet US Region.
SPECIFICATIONS
Players
10 Players max
Map Tileset
Bel'Shir
Map Size
256x256
DETAILS
2 Minas Tirith players
3 Heros for Human's side
3 Heros for Mordor's side
2 Mordor players
1 hour and 10 minutes until Aragorn arrives
55 minutes until The Rohirrim arrives
Minas Tirith
Defend the city at all cost.
Mordor
Limit to 3 Siege Towers and 2 Gronds per player
Protect the Siege Towers as they make their way to the outer wall.
Protect Grond as it makes its way to the Great Gates
Destroying the barracks is optional but recommended.
Witch King & Nazguls
Limit on respawns.
Use the Encampment at the port to purchase units.
Abilities:
SCREENSHOTS
Mass Attack unit with Mass Attack ability
Osgiliath Encampment with Training and a weapons upgrade ability
The White Tree of Gondor and the Citadel
Great Gates of Minas Tirith
The Citadel
PROGRESS
IDEAS (98%)
TERRAIN (100%)
UNIT PLACEMENT(100%)
TRIGGERS (97%)
UPDATES
8/30/10
1.22 Fixed a few loops in triggers that outputs the wrong units
1.23 Several unit balance changes. Added armor upgrade for Mordor and Nazguls
1.24 Minor fixes and balance issues
1.25 Its public on the game list in the US region and fixed Heal and Oilphant abilities
9/1/10 1.26 - 1.38 Major fix on trigger that gives players units at start
Decreased Nazgul and Witch King health by 500
Decreased Nazgul and Witch King damage to 65 and 70
Decreaed Nazgul and Witch King Fell Beast damage to 45
Decreased Nazgul Screech duration to 8 and range to 8
Increased Faramir health by 500
Removed player and ally flags from trebuchets and catapults
Increased The Rohirrim initial spawn by 5
Decreased Lightning damage
Stopped Masser unit from using Siege Tower
Encampments have Photon Cannon weapon, not usable while building/upgrading
Grond can only attack gates now
Limited the spawn for Rohirrim, Haradrim, and the Dead Men
9/3/10
1.39-1.58
Added Prince Imrahil and Lord Denethor to Minas Tirith players.
Added 250 to Nazgul and Witch King health
Fixed Alliance and give units triggers
Added a respawn command when your hero dies type "-RESPAWN HERO" or "-RESPAWN NAZGUL"
(Wait a minute for them to respawn, 3 respawns max)
Minors tweaks and balance issues
9/4/10
1.59 & 1.60
Added Tower of the Guard, pylons, for quicker access to heal heros. But do not heal as much as House of Healing.
Changed Pippin's damage to 30 and +3 light.
Increased Orc Swordsman attack speed to 0.6
Ensure that the Haradrim spawn is limited
1.61-1.73
Minor unit balances
Changed Psionic Storm damage
Placed additional fail safe so players don't get the wrong units
1.74-1.79
Added text command to open and close gates
Lowered Rohirrim spawn limit
Cost 50 minerals from Minas Tirith or Mordor players to respawn
Few more balance changes
1.80-1.06
Added a basic attack script for both Mordor players under control of Computers. Difficulty does not matter right now. Its still beta, use with caution. Increased attack damage for Faramir, Gandalf and Pippin per attack upgrade.
+5, +5, +4, respectively
Mordor:
Health Upgrade
+10hp to Orc Swordsman and longbow
Base Cost: 20 minerals, +5 per level.
Max level: 5
You can get it at the Encampments.
If both Mordor or both Minas Tirith players leave, you should still be able to respawn now.
->2.22
Fixed Game Variants. Map can be played publicly again.
Added a dialog for heros to respawn now, instead by text when dead.
Added 5 basic levels to Pippin, Gandalf, Nazguls and Witch King.
Pippin can switch weapons at level 2.
Reduced the limit of units for both Mordor players.
Reduced the limit of units for both computer controlled Mordor players.
Improved the computer scripts for both Mordor players. (Still beta)
Upgrades for weapon, armor and health are now connected to either Witch King or the other Mordor player, if one or both Mordor players are under computer control. Limit to 4 levels each.
-> 2.25
Added 3 levels to psi storm abilities, 5 levels to hero's aid, 5 levels to Nazgul screech.
Added a gate control dialog for defenders.
"Toggle Selected Gate" remembers the last selected gate per player, the gate does not have to be reselected if it is the same gate.
-> 2.28
Fixed heal to fully heal heroes completely.
Fixed ai script(still beta)
Increased the amount of money players get.
Changed Health upgrade to increase the health of spawned trolls.
-> 2.35
Added buttons and description for each level of abilities for heroes.
Fixed a few minor bugs.
->2.39
New abilities:
Standing Ground
+10 armor when holding position
Duration: 7 seconds
Denethor, Imhrail, Faramir, Pippin
Shockwave
Push enemies away
+8 damage
Denethor, Imhrail, Faramir, Pippin
Focused Blast
Push surrounding enemies away
+10 damage, +5 for level 2
Gandalf
Rage
Increase movement and attack speed of self and allied units.
+2 movement speed, 35%+ attack speed, Duration: 7 seconds.
Trolls, that are purchased through Encampment and not spawned, Orc Commander
->
Added 3 levels to Standing Ground, Shockwave and Focused Blast
Updated AI Script, still in beta.
Few unit stats change
http://www.staredit.net/topic/10899/
Looks interesting. That reminds me, I wonder how LOTRO is doing these days.
I made quite a few updates to the map. Sadly I had to nerf Nazgul and Witch King, even though they are quite fun to play as. Also, if you start with only one Minas Tirith player, he will gain control of the other one. If you start with only Gandalf OR Faramir, then they will gain ownership of both Minas Tirith players. Gandalf has priority over Faramir; its just the way I ordered it.
@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.
I added a hero for each Minas Tirith Player. The Minas Tirith units still need tweaking. Any suggestions will help.
The lobby took the longest to get working just right. Its basically a loop that goes through each player and checks each player's value that they selected in the lobby and store it to a global variable to be referenced through out the game. But the alliance settings was tricky, because you didn't know who was playing or who the player choose to play as. So, I made an if then else for each player. Check if they are playing, then set them to ally or enemy depending on the relation of the two players.
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.
Could you elaborate more on how you got the lobby thing to work? Im trying to make Heavens Last Stand for sc2 and im mostly done except for the lobby thing. I'll do everything i can to make Minas Tirith more popular and build a statue in your honor if you help : )
@KeeperOfTheSevenKeys: Go
Why Last Stand? Last Defence and Final Hour were better.
eh... i tried doing it on my own. Most of the triggers work execpt i really seem to have messed up the alliances...
The first one sets the player number/id into individual global variable that correspond with their choice. You can use an array if you want.
Event -
Map Initialization
Action -
Player Group - Pick each player in (All players) and do (Actions)
General - Switch (Actions) depending on (Minas Tirith value for player (Picked player))
(If this player chose Minas Tirith in the lobby,)
General - If (Minas Tirith)
Actions
(Local variable, tells me this choice is taken)
Variable - Set MinasTirith1 = 1
(Global variable, tell me who this player is and to be referenced later)
Variable - Set Player MT1 = (Picked player)
repeat for each value
The alliance triggers, since you do know who is playing and who choose what, you must check if they are playing or not before giving them the alliance setting.
Alliance Triggers:
Do this for each player/value
Event -
Condition -
(Status of player Player MT1) == Playing
Actions -
(Repeat and change for each player/value)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player Player MT2) == Playing
Then
Player - Make player Player MT1 and player Player MT2 treat each other as Ally With Shared Vision And Pushable
Else
If you want to give players units that correspond to what they choose, use unit groups.
Create local variables with data type "unit groups".
Since I made player 1 have Minas Tirith units, I chose that player and added all his units to a unit group and gave control over to the person who choose Minas Tirith.
Example:
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit Group - Add (Picked unit) to MinasTirith1 2
Then give the player the units by doing this:
Unit Group - Pick each unit in MinasTirith1 2 and do (Actions)
Actions
Unit - Change ownership of (Picked unit) to player Player MT1 and Change Color
1.) I'm still working on the right number for them.
2.) I fixed it. I was sure I set the right setting. But I think the Editor changed it.
3.) For mordor, its fine, I believe. Minas Tirith players tend to forget about supply carts, you can get 50 minerals for killing them. Killing Tower of the Guard gives you 30 minerals each.
4.) I'm still working on it, any suggestions for it?
5.) I fixed it.
@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.
So be it. Let this be known, as the fellowship of the noobs! *plays lotr music*
Sorry always wanted to say that.
@OP. Looks good so far. Using custom soundtrack by any chance?
Only for the Nazgul Screech, thats it. I don't want to load the map with a lot of custom sounds.
Something seems to be wrong with the nazgul respawn. It doesn't seem to be working at all, even with both Mordor and the Nazgul having 50 mins and both typing -RESPAWN HERO.
The nazgul in question died in DT form on the walls of minas.
@Rashasi: Go
Uhh... Its -respawn nazgul.
Did you guys read the tip?
I made a few updates.
Increased attack damage for Faramir, Gandalf and Pippin per attack upgrade.
+5, +5, +4, respectively.
Mordor:
Health Upgrade:
+10hp to Orc Swordsman and longbow
Base Cost: 20 minerals, +5 per level.
Max level: 5
You can get it at the Encampments.
If both Mordor or both Minas Tirith players leave, you should still be able to respawn now.
I fixed the Game Variant problem caused by the 1.1.0 patch. The map can be played publicly again. I made several changes and additions to the map.
Ever think of remaking Starcraft's Siege of Gondor map?
@Lewis13101: Go
No, I haven't yet. I've been working on some gameplay elements for a Helms Deep map instead. I've already got a working destructible wall that units can walk across, stand, and attack on before it gets blown up instead of current maps its just some destructible rocks or supply depots.