2v3 Helm's Deep multiplayer, tested with ROTWK, Edain 4.5, AOTR 4.1.
AI factions wont really do much.
This is an overhaul of Gotyams edit of the old Edain mod map since the map is awesome and i couldn't find it anywhere else. Still with annoyingly loud uruks and horns :^)
Unzip to AppData\Roaming\My The Lord of the Rings, The Rise of the Witch-king Files\Maps
Changes:
- Interior cleaned up to fit more buildings in freebuilding mode, also flattened some terrain across the whole map.
- Defending NPC spawn scripts now disable after first run, so they don't respawn.
- Fixed building plots and inner fortress for Edain.
- Fixed Player 1 starting location for standard game.
- Enabled skirmish gollum and moved some gollum spawns to accessible terrain.
- Removed the "problem place" inside the hornburg (invisible rampart).
- Added stairs to the deeping gate and moved Helms Horn (Edain only) to the mountainside.
- Added another gate to the deeping wall (Yes, its a little ugly).
- Added more economy plots, two for defenders, three for attackers (Edain only).
Custom structure health:
- Deeping Wall parts have 12000 HP, with 8500 for the culvert, which means it should be destroyed after three well-placed edain mines. In ROTWK the culvert blows up instantly.
- 10000 for the main gate, 6000 for inner hornburg gates. The other two outer gates are at default (~3500).
Looking good
Does this work with AOTR5.1
Well, tested with means tested for oddities, not doesn't work with anything else.
I don't think AOTR 5 does too much different. Worst that can happen are some missing models and strange textures :P