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Maps (Important) v2

Daedheldir

New member
V2 Sage
Im back i hope anyone who have seen this has seen my first thread about it and in fact my edit comment about laketown now lets continue on this voyage

*Thorins Halls, This map is extremely hated with laketown so here i am with my storys of glory to give the maps some interest. To start of the time is way to long including the track length. I recommend we add cart traps that you place on the tracks to sink down the cart and maybe instead of one cart load we had a small time to get one cart in then another cart gets sent it goes around like that for like 3-5 times when the cart comes near the fort the dwarves would storm out and help the cart. The multiple carts make it so it doesnt take so long to end if noone is playing.

*Lossarnach, The lossar axeman needs a better counter maybe like some kind of a class which could pardon the damage and get a crit right after with delay. I think there should be an ambush where half the soliders get tped to an hill to rush from the flank onto the enemys on the second capture point. vale archer is in fact another class which needs a counter i was imaginating any class would be able to interact easily from the back of a vale archer like an silent assassination killing them instant

*Erebor, in my last post i told you to reinstate ravenhill so here i am again with erebor i think the battle should begin in ravenhill when the dwarves are making a run for erebor as the enemys are soon to be there to attack erebor one after the another. There is a rather unrealistic thing i thought of that is that launching people into erebor worked and didnt always miss and kill them so they could do strategical strikes against the annoying bracers (no offense)

*The battle of moria halls, Balins tomb is a bit hard to breach you fool of a took! ah i took this suggestion from the community so it wont be very long

*Osgiliath, on osgiliath after a certain amounts of gondorian deaths a bridge would be dropped so it wouldnt be an archer battle to death. I will admit i got a class i think is needed to be added the phalanxier its perfect for the bridge fight and i consider it a point class

Im sorry but this is the end of it if the community give enough suggestions of new maps ore old of course i will make new posts also the old poll score before i edited was 0-6.
 
Im happy that you enjoy the post please post a comment ore something as i dont know how to make a 3rd answer so i cant rly give you better options i know on my first thread some of my/others suggestions were not liked so you could say you liked it because you didnt like it all.
 
Well your suggestiong are great but i believe hitting dale archers on the back should get rid of 75% of their health insteed of killing them completly
 
Thorin's Halls

I completely agree this map is flawed. As you say, the time's too long & the map is physically too long. Really, the gamemode should get an overhaul.

IMO the best way to do this would be: a) Have a shorter track, and you need to push multiple carts to the end. The spawns would move as they do now, but once one cart has been done the spawns reset. There'd be 3-5 per game. Alternatively, b) Have multiple tracks, with a spawn point for each cart for each team, so you can decide which one to push. The issue with this is that there might not be enough players to co-ordinate and play with multiple tracks... so perhaps not.

Lossarnach

Personally I am against the map teleporting players (I personally don't like it on Tirith & Osgiliath where that happens). For me the greatest issue of this map is the fortress at the end. Me and the_pharaohs_cat are working on a better, new fortress which we'll show to [user avatar="https://cravatar.eu/helmavatar/sjoerdtim/74.png" name="sjoerdtim"]960266[/user] soon.

Erebor

Personally I don't think a Ravenhill battle would be easy to sort out, and it'd add more to an already pretty long map.

Great Halls

Well in my opinion Balin's Tomb is too easy to breach :3 I rarely see a decent defence there, and I don't think that's the Dwarves' fault.

Osgiliath

Yes! I completely agree with a kill/death count, as well as map events that happen when deaths reach a certain amount per team. This used to happen on Helms on v1, and it was a great feature that added a lot to the game. Unfortunately, Tim is against re-adding death based features I believe.
 
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