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Author |
File Description |
z603 |
Posted on 08/05/06 @ 12:30 PM (updated 02/28/07)
File Details |
Version: |
The Conquerors 1.0c |
Style: |
Other |
Number of players: |
8 |
Helm’s Deep
Map Made by: z63
Take the battle into your hands, and decide the fate of Helm’s Deep!
THE STORY:
Helm's Deep, Fortress of Rohan. It was believed that Helm's Deep would never fall while men defended it. No enemy had ever breached the Deeping Wall, or set foot inside the Hornburg. But the approaching enemy is the Uruk-hai of the White Hand, built for one purpose - the annihilation of the Human race. Tens of thousands of Uruk-hai march threateningly upon Helm's Deep and its outnumbered defenders. The Lothlórien Elves also take part in this siege with Rohan as a final contribution to their old Alliance. Meanwhile, Gandalf promises to bring aid in five days, if they can just hold out that long.
There are heroes defending the fortress now. Among them are Aragorn, heir of Isildur and of the original fellowship; Haldir, Elf-captain of the Lothlórien elves; Legolas the Elf of the original Fellowship; Gimli the Dwarf of the original Fellowship; Théoden, King of Rohan; Háma, his servant; Gamling the Old, servant of the king; and Éowyn, niece of the king.
Map Made by: z63
Full credit for the characters and plot of the Lord of the Rings goes to J.R.R. Tolkien.
THE GAME:
This scenario is based on the "Helm's Deep" scenario for multiplayer StarCraft ... which is based on the book by J.R.R Tolkien. "Helm's Deep" was a very good (in my opinion) siege game. It was very aggressive. It required careful handling of key units and control over certain choke points. I was inspired by the game and thought it would be nice to be able to play it with Age of Empires II. Now here is the version for Age of Empires II: The Conquerors.
Attackers to win - Kill Théoden King (Elite Cataphract)
Defenders to win - Defend the King. Kill the Goblin Commander (Elite Woad Raider), the Orc Commander (Elite Huskarl), and the Uruk-hai Commander (Elite Jaguar Warrior).
Gandalf's reinforcements arrive in 120 hours (when you accumulate 120 gold).
This scenario is not perfectly accurate for the sake of fun. I have taken out the trees so as not to deter the onagers, and I have added in some new characters like goblins and dwarves.
Installation
-Put the scx file in your Age of Empires II Scenario folder.
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Pages: « First « 1 [2] | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Undertow1 |
Posted on 01/23/07 @ 07:56 PM
well...LC_Pupitre there is no reason to riticule someone for trying, i think he did a good job and should be proud of it.
And if you want to criticize anyone then learn to spell first! |
John_G |
Posted on 08/07/10 @ 12:02 PM
This is one of my favorite multiplayer scenarios. The game balance is good and the fights intense. Most case I think the orc side wins, but then again it should be hard for the good guys to win.
One downside with this scenario though is that you really have to gather seven human players to play this scenario through. If not will the P7 computer probably send the King Theoden unit right away into the battlefield where he die after a few minutes :)
Because of the lack of players who want to wait for seven others to join a room, have I decided to rework this scenario. After some hours works I came up with a solution. If you want to check it out, join me at Gameranger, and I show you the map (my GR ID: Cobl_Olof).
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Randal |
Posted on 11/24/10 @ 01:15 PM
The only prolbem, is nobody wanna play this on Gameranger, where i find servers!Does anyone have another server finder program, or had the gameranger, and play this with me and some other guy?
(Sorry, if it not so clear, im learning english now!) :D |
TheLaughingMule |
Posted on 11/25/10 @ 01:17 AM
You will reach more players if you post in the AoKH General & Strategy Discussion Forum here:
http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=t&fn=3
There are other online hosts, you can find more info here:
Getting Started Playing Online
http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=3,37714,0,20
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Popeychops
Official Reviewer |
Posted on 08/03/15 @ 03:00 PM
Playability: 4
LotR Helm's Deep is a fixed-force battle with RPG elements. The two sides are set as teams, one of whom is attacking and the other is defending. Victory is achieved by either lasting for a set duration, or by killing the heroes of the LotR storyline. For the attacking players, and two of the five defending players, control is granted to a large army and the battle is an entertaining logistical challenge. However, three of the defending players have a hero unit and a small squadron of allied soldiers. This means that the game experience is very different for each player. While the array of units provided makes for an interesting mix, the map can become a repetitive grind as the combat is not varied.
Balance: 3
The two sides are relatively fair, but the defending side can escape defeat by hiding their main hero away from the combat. This means that winning is much more difficult for the attacking force. Additionally, the previously mentioned disparity between players on the defending team means that some of the players are much less involved than others. A simple correction which would provide a more balanced and enjoyable scenario would be to give each defending player a short section of wall and soldiers to play with.
Creativity: 3
While a good deal of planning has been used to introduce a variety of mechanics to keep the battle fresh, it quickly becomes the same-old same-old. There isn't a great deal of variety to the gameplay. The reinforcements for all players are a little lacking, as they are essentially shut off into a corner. Units have been chosen seemingly for aesthetic rather than for for functionality, and there doesn't seem to have been much consideration given towards any tactical element.
Map Design: 3
While being broadly functional, the map is aesthetically lacking and lacks any degree of complexity. There is little use of elevation or variation of terrain. Although much of the map is extraneous space for storing the attacking and defending forces, more attention could have been paid to the combat zones.
Story/Instructions: 5
Sufficent information and backstory is provided to immerse the players in the game. All the mechanics are described in detail.[Edited on 08/04/15 @ 01:55 PM]
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BF_Tanks |
Posted on 08/03/15 @ 03:05 PM
LoTR Helm's Deep is a map, based on a map, based on the movie. Whilst this may of been seen as an enjoyable map in the past, I feel it has some really difficult competition by today's standards of quality.
Playability: 3
The map is playable, but it feels only viable for players 1, 4, 5, 6 and 7. Players 2, 3 and 8 do not gain any units during the course of play and have no means to keep their main unit alive. These units are regular soldiers with stat buffs, and with no monks to heal you - these players are easily defeat in the early game. The game also suffered from occasional lag bursts when playing only with myself and Popeychops (with the rest being standard AI).
Balance: 3
The map has very little balance. For the players that do not begin with an army and spawning units, they only have a handful of units followed by one "main" unit which has a not-very-thought-out stat buff to put its health into the thousands with a rough attack buff of around 125. With no monks to heal this main unit, players 2, 3 and 8 are very easily defeated in the early game.
Players 1 and 7 have a limited pool of soldiers to defend Helms Deep. This is true enough to the movie/books, but in game-play proved highly unbalanced as they have little reinforcements compared to the overwhelming number of units the attackers (Players 4, 5 and 6) get. The goal of the defenders is to both prevent an Elite Cataphract (representing King Theodin) from dying as well as killing the three Orc chieftains. The attackers goal is to simply kill the Elite Cataphract - A goal which, when happens, results in an instant and unexplained defeat for the defenders.
These overwhelming odds hurt the balance immensely. In situations where you don't have all 8 players, with very skillful tactics from Players 1 and 7, the map is unwinnable for the defenders.
Creativity: 3
There has been many maps akin to this format; A lot of pre-placed units, or spawns, just mindlessly being sent in to attack against a similar set up. Although this is obviously an older scenario from a time where there wasn't quite the amount of scenarios just like this, I feel that creativity is still quite lacking. It's an interesting and ambitious idea but not one that stands up above other maps of its kind.
Map Design: 2
Very bland and unimaginative with a large use of flat grass-1 terrain, but roughly follows the over-all layout of the Helms Deep we see in the movie. Over-all I think the map could use some serious licks of paint.
Story/Instructions: 4
There's a nicely detailed guide on how to play in the Hints, with overall objectives displayed in the Objectives. This score would be a pretty solid 5 if it weren't for the lack of description as to how the defenders would of lost, or attackers would of won. There was no grace period where it was explained that a specific character had been killed, meaning in the mass of units, the possibility of losing King Theodin and not actually realizing only to be greeted by sudden defeat was high.[Edited on 08/05/15 @ 11:12 AM]
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Pages: « First « 1 [2] |
HGDL v0.8.2 |
Rating |
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3.9 | Breakdown |
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Playability | 4.0 | Balance | 3.7 | Creativity | 3.7 | Map Design | 3.3 | Story/Instructions | 4.7 |
Statistics |
Downloads: | 6,862 |
Favorites: [] | 1 |
Size: | 26.22 KB |
Added: | 08/05/06 |
Updated: | 02/28/07 |
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