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Lord of the Rings Risk: Strongholds

Submitted by Darklycan51
This bundle is marked as approved. It works and satisfies the submission rules.
Darklycan51 Presents

Lord of the Rings Risk: Strongholds
Version created by Darklycan51

Map Info:

This is the "Classic" and definitive version of Lord of the Rings Risk: Strongholds, not only has the best late game performance but it also has the most balanced units overall.

Features:

All of Middle Earth for you to conquer!, focus on one of your initial locations and start expanding from there!


Recent Change Log:
Version 9.38

******Balance Changes******
Hero XP required factor per level (increase) reduced from 1500 XP to 1000
The White Tower of Ecthelion's damage increased from 14 to 88
The White Tower of Ecthelion's base attack time reduced from 1.00 to 0.85
Minas Tirith Outer trebuchet (top) minimum range acquisition increased from 500 to 850 (reduced radius in which it hits units passing by)
Minas Tirith Outer trebuchet (bottom) maximum range acquisition reduced from 1000 to 850 (no longer hits western osgiliath)
Minas Tirith Income reduced from 45 to 28
Bruinen DPS reduced from 10 per tick to 3 per tick
Bruinen area of effect reduced from 700 to 500
Miruvor of Rivendell's Life Regeneration Increase reduced from 5 to 3 HP/Second
Radaghast's Decay no longer reduces life
Radaghat's Decay's movement speed reduction increased from 18% to 24% and the radius increased from 900 to 1100
Cargul Lord's Cargul Wrath no longer decays HP, instead reduces movement speed by 32% of all enemy units in a radius of 900
Agony of the Damned (King of the Dead) replaced with Armor of the Damned, makes king of the dead not be able to be critically striked (level 10 required)
Umbarian Catapult's health increased from 175 to 275
Ballista's health increased from 125 to 225
Elven Siege Weapon health increased from 120 to 220
Catapult health increased from 200 to 300
Grond limited to 2
Siege Ram limited to 4
Siege units such as catapults/ballistas/etc limited to 3 (per type)
Envenomed Weapons Damage per second reduced from 5 to 2 and duration from 8 to 3 seconds (2 seconds to hero)
Envenomed Weapons no longer affect non organic units such as Catapults and Ships
Corsair base HP reduced from 245 to 215
Corsair Attack Cooldown Time increased from 1.08 to 1.23
Citadel Guard armor reduced from 11 to 10
Druadan Stalker base damage reduced from 18 to 17
Druadan Stalker range reduced from 465 to 415
Ravenous (Brood Mother) lifesteal reduced from 0.12 to 0.07
Brood Mother's base HP reduced from 780 to 680
Brood Mother's base armor reduced from 14 to 12
Hand to Hand multiplier to Barding armor increased from 0.5x to 0.7x

Fixed (and increased) Slayer damage to heroic armor from 1.5x to 2.00x
Ranged damage multiplier to infantry armor reduced from 1.75 to 1.25
Hand to Hand damage multiplier versus infantry armor reduced from 1.00 to 0.90
Cargul Lord base armor increased from 18 to 21
Cargul Lord base HP increased from (doesn't count strength) 300 to 800
Cargul Lord base damage increased from 35 to 75
Cargul base armor increased from 14 to 18
Cargul baes damage increased from 65 to 85
Durin's Bane base HP reduced from 1500 to 1200
Durin's Bane base HP regeneration reduced from 15 HP/Sec to 7 HP/Sec
Numenorean's base lifesteal reduced from 0.08/0.12 to 0.07/0.09
Armoured Cavalry Archer's base damage reduced from 34 to 29
Armoured Cavalry Archer's damage sides per die reduced from 26 to 18
Armoured Cavalry Archer's base HP reduced from 335 to 295
Armoured Cavalry Archer's base armor reduced from 5 to 4
Taurdirim now has an ability called Taurdirim's armor which has a 75% chance to block 28 ranged damage (up to 6 damage)
Taurdirim can now be trained in Rhosgobel
Spearman of Gondor's base damage reduced from 44 to 38
Spearman of Gondor's Damage Sides per Die reduced from 22 to 11
Spire of Sorcery's Damage number of Dice reduced from 2 to 1 (-5 max possible damage)
Spire of Sorcery's attack Cooldown Time increased from 1.00 to 1.15
Easternling's base armor reduced from 9 to 5
Easternling's gold cost reduced from 3 to 2
Beorning base armor reduced from 16 to 12 (Bear form)
Galadhrim Enforcer's gold cost reduced from 5 to 4
Knight of the North's base armor reduced from 15 to 11
Rohirmim base armor decreased from 8 to 7 (new)
All heroes' armor has been reduced by 3 (4 for Gimli)


******Misc Changes******
Reduced the size of all spider units (including Shelob)
Terrain adjustments to Minas Tirith
Terrain adjustments (and consequent fix) of unit glitching in Iron Hills
Minor terrain adjustments to Rhun
Minor terrain adjustments to Rhovanion
Minor terrain adjustments to Broodmother's lair
Minor terrain adjustments to Pelargir
Minor terrain adjustments to Enedwaith
Minor terrain adjustments to South of Umbar
Minor terrain adjustments to Harad
Removed collision of Viny plant to improve pathing
Fixed several bugs regarding getting more than the allowed amount of elite units (such as Stone Giants and Eagles)
Fixed several bugs regarding getting more than 1 hero of the same type
Fixed Fortitude not reducing damage
Snaga Drudge hotkey changed to L from N (Morannon Orc's hotkey)


****** Extra ******
As always you can send me feedback to lycannadota@gmail.com


Version 9.37b

******Balance Changes******
Dwarf Champion's base armor increased from 17 to 19
Shadow of Arnor's (Grey Company Ranger) Backstab Damage reduced from 90 to 30
Slayer damage multiplier vs cursed armor type increased from 0.85 to 0.90
Lord of the Ring's base HP reduced by 200
The Shadow Spider's base HP reduced by 200
Grond base HP reduced from 2500 to 2250
Grond base regeneration reduced from 15 HP/Sec to 10 HP/Sec


******Misc Changes******
Multiboard now only displays the amount of players who are present at the start of the game.
Fixed Helm's Deep not spawning units if there were more than 10 units in the control point of Helm's Deep
Fixed Dol Guldur spawn and income not working
Dominion kills required changed from 500 to 750


****** Extra ******
As always you can send me feedback to lycannadota@gmail.com


Version 9.37

*****New*****
Added a new hero to Carn Dum
/
Name: Cargul Lord
Melee hero second in command to the Witch King.
/
Added a new Elite unit to Carn Dum
/**
Name: Cargul
Melee unit capable of reducing enemy's armor by inducing fear, strong against ranged units.
**/
Added a new unit to Carn Dum
/**
Name: Iron Crown Fighter
Melee Unit with high stats and low cost, very cost effective in the north.
**/
Added a new Elite unit to Forodwaith:
/**
Name: Knight of the North
Cavalry unit specialized on anti cavalry.
**/
Mordor now has trees.
Added new models for Angmar, Mordor, Mallorn, Spruce and Ash trees.
New tiles added to several parts of the map.
New Model for The Black Captain
New Model for Nazgul
Warg Raider has a new model and Icon
The Wold and North Wold have a new model
Great Ship of Umbar has a new model and Icon
Armoured Civillian has a new model and Icon
Took archer has a new model and Icon
Wheat has a new model
Beorning Camp has a new model and Icon
Hill Troll has a new model and Icon
Orcish Tower has a new model
Hill Troll Enclave has a new Icon
Added new Egg models to Brood Mother's Lair and Torech Ungol
Warrior's Den has a new model
All spiders have a new model.
Wraith has a new model
Wraith Icon swapped with Fallen King's Guard.
Fallen King's Guard has a new Icon.
New Models for all Uruk-hais.
New Icons for Uruk-hais.
New game mode: DOMINION
/**
Command: -Dominion
Player who first gets 500 unit kills wins the game. (only enemy kills count)
**/

******Balance Changes******
Nerfed Dwarven Trebuchet's to be in line with regular trebuchets (previously they were unnerfed)
Both Trebuchet and Dwarven Trebuchet gain extra damage when in a mode with heroes enabled.
Hammer Thrower damage reduced by 2
Hammer Thrower Attack Cooldown time increased by 0.20 seconds
Hammer Thrower's base armor reduced from 9 to 8
Dwarf King's Guard armor increased from 7 to 8
Dwarf King's guard HP increased from 345 to 475
Dwarf King's Guard HP regeneration reduced from 1.75 to 0.75 HP/second
Armoured Cavalry Archer HP reduced from 365 to 335
Horse Archer of Rohan's Attack Cooldown time increased from 1.00 to 1.15 seconds
Brood Mother of Mirkwood's base damage reduced from 55 to 40
Brood Mother of Mirkwood's base HP reduced from 900 to 780
Ravenous (Brood Mother of Mirkwood) lifesteal percentage increased from 3% to 12%
Dark Hunger of the Brood (Brood Mother's Lair) lifesteal percentage increased from 5% to 15%
Venom spitter damage increased from 24 to 34
Venom spitter Attack Cooldown time reduced from 1.75 to 1.50
Took Archer's gold cost reduced from 2 to 1.
Took Archer's armor type changed from auxiliary to infantry.
Fixed Frodo having minus 16 (intended) damage.
Frodo's Gold Cost reduced from 60 to 50
Master Gamgee's Gold Cost reduced from 37 to 34
Aragorn's base damage increased from 104 to 114
Aragorn's base armor increased from 17 to 18
Aragorn's base HP increased by 200
Aragorn's damage multiplier vs King of the Dead reduced from 9x to 7x
Eowyn's damage multiplier vs The Witch King increased from 5x to 7x
Durin's Bane base HP increased by 300
Chieftain of the Beorning's Gold Cost reduced from 134 to 120
Gimli's base HP increased by 150
Gimli's base Damage increased from 46 to 66
Lieutenant of Minas Morgul's base damage increased from 72 to 94
Denethor's base armor increased from 15 to 17
Gondorian Warrior armor increased from 13 to 14
Gondorian Warrior's base HP increased from 210 to 215
Swordsman of Osgiliath's armor type changed from Infantry to Auxiliary
Soldier of Helm's base damage increased from 12 to 15
Morannon Orc's base damage increased from 30 to 38
Morannon Orc's Attack Cooldown Time reduced from 1.68 to 1.60
Morannon Orc's base HP increased from 240 to 265
Morannon Orc's base HP regeneration increased from 1.25 to 1.55
Morannon Orc Leader's base HP increased from 550 to 585
Warg Raider's base damage increased from 42 to 46
Warg Raider's base defense increased from 7 to 8
Raider of Mordor's base damage increased from 52 to 54
Grond base HP reduced from 3000 to 2500
Grond base HP regeneration reduced from 20 to 15 HP/second
Goblin Marauder's base speed increased from 290 to 370
Goblin Archer's base speed increased from 290 to 370
Goblin Chieftain's base speed increased from 290 to 370
Goblin Captain's base speed increased from 290 to 370
Hill Troll's base damage increased from 54 to 58
Ranger Attack Cooldown Time reduced from 1.68 to 1.45
Ranger base damage increased from 16 to 18
Ranger's range increased from 550 to 560
Taurdirim Captain's Hit Points increased from 300 to 600

******General******
New Soundtrack
New multiboard
Trees now automatically respawn every 5 minutes if they are dead (per tree).
Removed Witch King from Carn Dum
Hero experience per level required increased by 1000.
Maximum hero level increased to 15
Mordor spawn changed from Orc Warrior to Warg Raider
Watcher in the Water's Hit Points reduced from 10000 to 2000
Increased Broodmother's Lair's spawn from 2 spiderlings to 3.
Hand to Hand damage multiplier versus Auxiliary armor increased from 1.5x to 1.75x
Hand to hand damage multiplier versus Barding armor reduced from 0.7x to 0.5x
Ranged Damage multiplier versus Infantry increased from 1.5x to 1.75x
Ranged damage multiplier versus barding reduced from 0.8x to 0.6x
Ranged damage multiplier versus Auxiliary armor reduced from 0.7x to 0.5x
Ranged damage multiplier versus heroic armor reduced from 0.75x to 0.55x
Ranged damage multiplier versus Witch King of Angmar reduced from 0.75x to 0.70x
Polearm damage multiplier versus Barding armor increased from 1.5x to 1.75x
Polearm damage multiplier versus Infantry armor reduced from 0.7x to 0.65x
Polearm damage multiplier versus Auxiliary armor reduced from 0.80x to 0.65x
Polearm damage multiplier versus heroic armor reduced from 0.75x to 0.65x
Added 2 Wood Elf Archers to Eastern Mirkwood (Neutral Hostile)
Added 2 Wood Elf Archers to Central Mirkwood (Neutral Hostile)
Added a Wood Elf Captain to Central Mirkwood (Neutral Hostile)

*****Misc*****
Added advertisement for wc3maps.com
Fixed players 13-24 not having a ring of power


Version 9.36

******Balance Changes******
Slayer damage towards infantry armor reduced to 35% (down from 75%) and towards barding/auxilary to 65% (down from 75%).
(Slayer damage is meant to be effective against hero units, not spammable).
Ranged unit's HP reduced yet again (about 1/3 of their previous HP)
Greatly reduced catapult's HP and aoe (small) radius reduced from 150 to 100.
Greatly lowered DPS and AOE of trebuchets.
Healers (except dwarves)'s healing increased from 3 to 5.
Dwarven Restoration's healing increased from 3 to 8.
(Use healers, their healing costs no mana, it is gold saved over time!)
Corsair base damage increased from 20 to 26.


******Misc Changes******
Added -COMPETITIVE mode.
Disable and Enable spawns are now "-enablespawns" and "-disablespawns" to avoid confusion.
Increased players to 24 (up from 12).
Added new selection circles to units to make smaller units more noticeable.


****** Extra ******
Competitive mode description:
This is aimed for the most hardcore risk players and Middle Earth Risk players, it has catapults/ballistas/elven glaives limited to 3, heroes disabled (and their elites),
alliances disabled (it's FFA).

PSA:
Trebuchets being nerfed and in addition to that slayer damage being nerfed against regular units (infantry/ranged) outside of hero units,
means that now it is extremely easy to take a stronghold, especially Minas Tirith,
which has several Trebuchets and citadel guards which both have Slayer damage.

Also, be sure to check F9 for the ingame colors of players 13 to 24, it uses the official color names by Blizzard.

As always you can send me feedback to lycannadota@gmail.com


Version 9.35

******Balance Changes******
Guard of the Citadel Gold Cost increased from 35 to 57
Esquire of Rohan Gold Cost decreased from 38 to 35
Master Gamgee Gold Cost decreased from 41 to 37
Bearer of the One Ring Gold Cost decreased from 64 to 60
The Brown Wizard Gold Cost decreased from 167 to 160
Captain of Minas Morgul Starting Agility from 63 to 66
Captain of Barad-Dur Starting Agility from 30 to 33
Lieutenant of Minas Morgul Starting Agility from 33 to 37
Lieutenant of Minas Morgul Starting Strength from 44 to 54
Increased Orcish tower damage from 8 to 10.
Orcish Towers can now hit two units instead of one.
Death Mark armor reduction increased from 3/5 to 5/8.
Dwarven Weaponsmith Gold Cost decreased from 3 to 2.
Metal Smiths of Ered Engrin Ranged damage reduction increased from 10% to 30%.


******Misc Changes******
Changed the Hotkey of Moranon Orc Leader to Z.
changed the Hotkey of Orc Healer to H.
Replaced Eastemnet stone walls with wooden walls.
Replaced the water in Mordor with Lava
Updated UI top with passive versions of the previous icon.
Added Diplo and Hive Billboards.
Added Hero Glow to all heroes without it.
Added color to the Hotkey of every unit to make it more visible.
Added color to the Hotkey of every ability to make it more visible.
Fixed Light of Eärendil being named incorrectly when you were going to learn it.
Updated all the unit hotkeys with the unit's (basic) role.
All passive abilities now have a passive icon instead.
All autocast abilities now have an autocast icon instead of a regular one.
Fixed loading screen displaying the wrong version.
Fixed the Extra (F9) string being broken.


****** Extra ******
This version has been a monumental task, it contains a lot of changes that I had been wanting to do
to the map for years, and now they're done.

As always you can send me feedback to lycannadota@gmail.com


Version 9.34

*******Balance Changes*******
Moria Gold Income increased from 11 to 15
Rohan Income decreased from 10 to 9
Eastemnet Income decreased from 8 to 7
Ranger of Beruthiel Turn Rate decreased from 0.60 to 1.00
Ranger of Beruthiel Base Damage decreased from 62 to 58
Ranger of Beruthiel Hit Points reduced from 200 to 145
Ranger of Beruthiel Armor reduced from 5 to 3
Corsair Base Damage increased from 16 to 20
Corsair Base Attack Time reduced from 1.13 to 1.08
Pirate of Umbar Base Damage increased from 10 to 11
Pirate Archer Base Damage increased from 5 to 6
Lothlorien Marksman Base Damage increased from 14 to 19
Lothlorien Marksman Damage Sides per Die increased from 22 to 24
Wood Elf Captain Base Damage decreased from 57 to 45
Troll-Man of Harad Damage Sides per die decreased from 31 to 22
Alatar the Blue Gold Cost decreased from 163 to 157
Alatar the Blue Lumber Cost decreased from 42 to 38
Pallando the Blue Gold Cost decreased from 159 to 150
Pallando the Blue Lumber Cost decreased from 41 to 37
Huorn Hit Points increased from 450 to 485
Huorn Boulder Thrower Hit Points increased from 335 to 385
Ent Hit Points increased from 2350 to 2400
Goblin Captain Base Damage increased from 33 to 37
Goblin Chieftain Base Damage increased from 19 to 21
Armoured Cavalry Archer Base Attack Time reduced from 1.68 to 1.38

*******Misc Changes*******
Fixed Quests being created two times.
Fixed Starting Message being created two times.


******* New Version Warnings *******
Warcraft 3 tends to desync games when you just downloaded a new map, If by any reason you get a desync during your first
time trying this version consider restarting Warcraft 3

******* This is my christmas gift, have fun! *******

Version 9.33

******* Balance Changes*******
Fixed Spearmen of Gondor not having their correct abilities.
Increased the model size and removed custom coloring from Elven Archer.
Beorning Bear form base damage reduced from 70 to 62
Beorning Bear form base HP reduced from 800 to 700
Beorning Bear form armor reduced from 17 to 16
Beorning Human form base HP reduced from 500 to 450
Lothlorien Marksman hp reduced from 205 to 135
Lothlorien Marksman crit chance reduced from 32% to 25%
Lothlorien Marksman armor reduced from 3 to 1
Lothlorien Marksman turn rate nerfed from 0.60 to 0.85
Wood Elf Captain hp reduced from 205 to 135
Wood Elf Captain crit chance reduced from 33% to 26%
Wood Elf Captain armor reduced from 3 to 1
Wood Elf Captain turn rate nerfed from 0.60 to 0.85
Captain of Barad-Dur critical strike improved from 1.95x to 4.00x
Captain of Barad-Dur will never miss.
Lieutenant of Minas Morgul will never miss.
Aragorn chance to critical strike increased from 30% to 65%
Aragorn will never miss
Quaking of the Earth Attack Damage decrease increased from 10% to 30%
Decreased King of the Dead damage from 24-75 to 24-62
Reduced King of the Dead's armor from 12 to 10
Sauron's chance to evade increased from 16% to 33%
Shelob's Venom stun duration on heroes reduced from 1 to 0.50 seconds
Shelob's Venom chance proc increased from 20%/30%/40% to 30%/40%/50%
Balrog's Infernal Flames increased from 10%/20%/30% to 20%/30%/40%
Balrog's Infernal Flames radius increased from 150 to 175 at all levels.
Ranger of Berúthiel's damage increased from 58 to 62
Ranger of Berúthiel's Gold cost decreased from 10 to 8
Drúadan Stalker damage decreased from 20 to 18
Drúadan Stalker movespeed decreased from 290 to 245
Drúadan Tribesman damage decreased from 29 to 25
Drúadan Tribesman movespeed decreased from 280 to 235


******* Performance Changes *******
Removed ALL memory leaks concerning unit spawns
Spawns are now limited to 10 (If there are units owned by the owner of the spawn inside of the area being spawned)
preventing late game lag because of spawn accumulation.
Added the command -disable spawns and -enable spawns
to disable or enable your spawns for players who do not wish to have spawns
lagging their game when they have a lot of income.


******* New Version Warnings *******
Warcraft 3 tends to desync games when you just downloaded a new map, If by any reason you get a desync during your first
time trying this version consider restarting Warcraft 3

******* This is my christmas gift, have fun! *******

Version 9.32

***** Balance Changes *****
-Increased Income of Rhun by 5 per income (from 10 to 15)
-Increased Galadhrim's Guardian's damage by 2
-Reduced Galadhrim's Guardian's armor from 8 to 2
-Increased Galadhrim's Guardian's critical strike from 1.45x to 1.65x
-Increased Galadhrim's Guardian's evasion from 30% to 60%
-Added new unit called Galadhrim Enforcer (Spearman) to Lorien
-Lothlórien Marksman can no longer evade attacks
-Lothlórien Marksman critical strike increased from 1.85x to 2.00x
-Wood Elf Captain can no longer evade attacks
-Wood Elf Captain critical strike increaased from 1.85x to 2.00x
-Opened up the entrance to Lorien a bit more to avoid unit clutches
-Increased the HP of the Helm's Deep Bridge from 250 to 1000
-Lowered the chance to get extra damage per attack from 44 to 20 (for Spearman of Gondor)
-Changed the model for Elven Archer
-Changed the model for Aragorn
-Gothmog's Barbarity's critical strike increased from 2.00x to 3.00x
-Gothmog will never miss attacks.
-Gorbag's Cruelty critical strike increased from 2.00x to 4.00x
-Gorbag's Cruelty Evasion chance increased from 19% to 45%

***** Performance Changes *******
-Improved game performance when there's too many units for lower end computers

***** Extras *******
-Any suggestions? Send them to lycannadota@gmail.com


Credits:

Special Thanks to previous editor:
  • qpPyKT
Also thanks to:

Models/Skins and other thanks:
  • Happytauren
  • HerrDave
  • Kwaliti
  • Morbent (<3)
  • Darkganon_Rper
  • Luka_Blight
  • Mr.Goblin (<3)
  • my_ass_says
  • General Frank
  • MarioMCP
  • Rui
  • xXSqualorXx
  • Fluff
  • Viper599
  • Bloody_Demise
  • Jman5
  • Hksaru
  • Alleluia
  • Lunarakinra
  • Djisa
  • Headmaster
  • And others, for help ranging from balance tests, triggering help, resource providing, discussion, and suggestions sent to my mail, etc.


Author's notes:

This is the official version of the map since the original (1.0 and 2.0).


Map Description Template Created by -Kobas-
Find more here: Map Description - Templates


Keywords:
Lotr, Risk, campaign, lord, rings, story, multiplayer, massive, 12, 24, full, house, christmas
Previews
Contents

Lord of the Rings Risk: Strongholds (Map)

Reviews
deepstrasz
So, I guess you don't have the original author's permission. This one is very similar: Middle Earth Risk 8.1 (K) and this which is an older version: Middle Earth Risk6.23(N) 1. Is the whole map supposed to be discovered? 2. Icons like Elven Precision...
  1. Darklycan51

    Darklycan51

    Joined:
    Jan 12, 2011
    Messages:
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    Updated to version 9.34
     
  2. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
    Jun 4, 2009
    Messages:
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    So, I guess you don't have the original author's permission.
    This one is very similar: Middle Earth Risk 8.1 (K) and this which is an older version: Middle Earth Risk6.23(N)

    1. Is the whole map supposed to be discovered?
    2. Icons like Elven Precision could have passive icons. You could make them into that with this: Button Manager v1.8.2
    3. The Quest Log named Extra has colour text issues as it looks like cfff00 something.
    4. Catapults are instantly teleported on the circle of the unit they killed.
    5. Eowyn has more spells than slots for them.
    6. If you kill just the unit on a circle of power without the others nearby, the control point/place is taken by you.
    7. Gates can be closed right after the enemy destroys them.

    8. Are there no active spells aside from healing ones?
    9. The gates in Minas Tirith should be like Way Gates for ease of moving.
    10. Some heroes don't have hero glow while some units have (well, you'd have to remove that with the model editor). You can add it simply to the heroes: How to add Hero Glow without Modeling
    11. There are doodads that look like the Orc Barracks and the model is also used for a building (Orc Outpost).
    12. Many units which look the same but with size and/or hue changed.
    13. Wood Elf's icon=Elven Precision's.

    Overall it's OK. Needs some tweaking.
    It is an improvement of previous versions.

    Awaiting Update.

    =================================================

    Always check/recheck the Map Submission Rules! (Map Submission Rules)

    Screenshots could attract more players to download your work. Make the best of them.

    To make your work run smoother, fix the so called leaks: Triggers - Memory Leaks and Custom Scripts

    If you want more reviews, come here:
    The Grand Review Exchange!
     
  3. Darklycan51

    Darklycan51

    Joined:
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    Resources:
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    1. Is the whole map supposed to be discovered?
    Yes, intended.

    2. Icons like Elven Precision could have passive icons. You could make them into that with this: Button Manager v1.8.2
    Well, the icons that could've passive icons will receive one (I already updated a few) some don't because the map was done way before they increased the 8MB limit on maps, I just started adding new content about a month ago (hence the new UI and such).

    3. The Quest Log named Extra has colour text issues as it looks like cfff00 something.
    The bugs like the loading screen and Extra are already known and I was already in the process of fixing (it was a last minute bug which happened for changes done after the last testing)

    4. 4. Catapults are instantly teleported on the circle of the unit they killed.

    This is part of units capturing control points, I could make an exception for catapults but then they wouldn't be able to capture control points, and this is more of a game play decision than a bug.

    5. Eowyn has more spells than slots for them.
    Gonna check and fix.

    7. Gates can be closed right after the enemy destroys them.

    This is intended.


    8. Are there no active spells aside from healing ones?


    Yes, there are invisibility spells (and healing) but that's about it, trying to not make the game too micro intensive due to the late game Warcraft 3 polygon limitations causing screen glitching when too many units are produced (and thus making people who are looking at a fight through certain angles have an unfair advantage).

    9. The gates in Minas Tirith should be like Way Gates for ease of moving.

    I agree, however the majority of the community wants Minas Tirith untouched, sadly. As it is right now the only way to get it the first time is with a big army/heroes and to capture it you need heroes like Sauron/Shelob. I might revisit Minas Tirith in the future however.

    10. Some heroes don't have hero glow while some units have (well, you'd have to remove that with the model editor). You can add it simply to the heroes: How to add Hero Glow without Modeling

    Yes, I knew how to add hero glow to the units it simply crossed my mind (I've done it on other maps before), I might do it for the sake of making them equal. Thanks.


    11. There are doodads that look like the Orc Barracks and the model is also used for a building (Orc Outpost).

    Yes, now that we have space to keep adding content I was thinking of redoing places like Mordor.

    12. Many units which look the same but with size and/or hue changed.

    Well yes, you have to take into account that the map is primarily meant to be competitive, while it does have some stuff that take away the competitiveness of the map (like hero compositions) I am always trying to balance those out. The issue with giving each unit a custom model is that the file size would grow polynomially and it could go above accepted levels by the regular player base of the map.

    13. Wood Elf's icon=Elven Precision's.

    Yes, icons and descriptions will get updated with the following releases.


    Thanks a lot for the review, I will take all into consideration and release a new version in the following days/weeks.
     
  4. deepstrasz

    deepstrasz

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    But that's not fair man. Imagine you spend resources and time on destroying one of my gates and my archers are behind. Suddenly I press the open/close gate and the gate is back to full HP while most of your units were killed and you'd have to replenish your army to get the gate down again instead of invade.
     
  5. Darklycan51

    Darklycan51

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    It is fair because gates have low HP, can be dealt with easily with by heroes/big armies/siege units. Also if you send all your important units through a gate knowing that they have the close gate ability out of cd then it's your fault if they get trapped. what most players do is kill the biggest amount of units first before focusing on capturing the entire base OR they send fast units like Knights through the broken gate directly into the capture point that controls the gate and start producing units. There's many ways to deal with Gates being able to be closed, it's not like they cannot be dealt with, they have a cooldown and if someone uses the ability prematurely they will not be able to close it again due to the cooldown that the Gate has. The map isn't a "regular" risk in that sense that's why it has strongholds in the title, bases which have gates are known to be harder to acquire. This is not only my thought on the matter, all the regular good players of the map agree on this opinion. If i did change it it would alienate the majority of the player base which like the current mechanics and which is why it still is alive up to this day.

    I already am mid update fixing everything else, but gate mechanics are something which was intended in the first place.
     
  6. deepstrasz

    deepstrasz

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    Oh, didn't see that.
    What about the other issue with killing the unit on the circles will result in gaining access of the zone? That kind of forces everyone to just hit the unit on the circle when fighting near/for these zones.
     
  7. Darklycan51

    Darklycan51

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    Sadly there's no easy way to fix this, I'm open to recommendations to change this specific interaction but thing is, risk always suffers from this problem (Base aiming).
    I could make them control points instead (that you destroy/capture) like in Azeroth wars but honestly that is pretty much the same and slower down the early game. with the current system a player has the choice of leaving weak units such as archers there and not waste much gold in protecting the control point or getting a big unit (such as an Olog-Hai) and making it hard for an enemy player to get hold of a base.

    Again, I'm open to suggestions if you thought of any better system.


    Edit: Updated to version 9.35
     
    Last edited: Dec 14, 2017
  8. deepstrasz

    deepstrasz

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    I don't know. Maybe at least make it so that the circle is free of enemy units before you can capture it (basically no one from an enemy team should be in the region for you to be able to take control of it)?

    Approved.
     
  9. Darklycan51

    Darklycan51

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    This *could* maybe be an option, I'll try in the next version with this change and see how it goes.
     
  10. Shando Stormrage

    Shando Stormrage

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  11. Alcomendras Roland

    Alcomendras Roland

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    Why is everyone on team 1 ?
     
  12. dhungsttt

    dhungsttt

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    Wonderful map, please keep update it ^^
     
  13. Connacht

    Connacht

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    Isn't this just ripped off from Sinandur's version, which you fail to credit?
     
  14. Adorm

    Adorm

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    Dear Connacht,

    You're hitting the nail on its head - I can't believe this is slipping by moderators. I was looking for the real map and found this, which has caused schisms in the LOTR Risk community - quite glad the real version of the map has been finally uploaded today, because this map is completely hijacked... Hive isn't quite active in the Risk community so I'm not surprised they wouldn't be aware of this. In further explanation, there was a schism a long time ago where this author essentially forked the map (which was always unprotected and meant to be used as a learning tool for other map makers - but unfortunately people like this have to hijack it and completely discredit the people who've put hours into constructing this map). It is an absolute shame this kind of thing happens, it is one thing to enjoy the older versions of the map, but to try and discredit the newer, more polished ones and act like they don't exist? Completely shameful...

    Cordially,
    Adorm