2v3 Helm's Deep for Edain 4.2. This map is made with multiplayer in mind, but is also usable for singleplayer. It is also possible to go 1v3 on this map! (AI not supported, and my act stupid).
This is almost the exact same map as seen in Edain 3.8.1, so I take no credit for that, but I have edited it so that is now can be used with Edain 4.2.
If you find any bugs or glitches, please inform me and I will try to fix them (if possible).
Side note: Only 1 player inside Helm's deep gets 9 build plots, while the other spawns in a camp and has an outpost-expansion for him-/herself. Both gets a settlement spot each. There are 3 capturable outposts within the fortress which are already owned by the defenders.
Here I will post various update notes on what has been changed since the first release, as well as when.
[10/11-15: The map is made, and is for the public to download]
[12/11-15: Added a loop sound for the Isengard Horn, repeating every 5 minutes. Changed the positions of Buildplots a bit, as well as fixing a missing buildplot for the "owner" of the fortress]
[13/11-15: Changed the waypoints for the defending archers so they are closer to the edge of their wall. There was also a bug found by Edain Team. When a fortress owner is defeated, their buildplots do not dissapear. This is only a visual bug and will not change your gameplay. -Also changed the name of the map so you finally can see the difference between my two versions]
[14/11-15: Removed the ability for elves to respawn when after Player 2 is defeated. Also fixed a bug with one of the buildplots to Player 1 (it dissapeared after the building on it got destroyed)]
[16/11-15: Did you ever find your units just taking a leap up into the air in the inner part of Helm's Deep near the Rohan Statue? Well, that should not happen anymore, you're welcome]
[17/11-15: Changed the scripting a bit, so now if one of the defenders die, the other one gets access to (and controll of) all walls/gates of the dead player]
[08/12-15: Changed a bit on Player 1's start position. To get your starting units un-stuck, just press Q (select them) and just tell them to move somewhere a few times. Should work]
[13/12-15: A bug found (this applies to all fortress maps, even official ones) -- if you make an Ent moot on a buildplot, if it is destroyed in any way the buildplot will not reappear!]
For those really wondering about the AI: The AI will just build up units, and will not attack as long as your front gate is closed. However, if you open the front gate it is like opening a floodgate. That being said, I reccommend using Brutal AI if you want to use AI at all, as only brutal can stand a chance when it is unable to act smart.
The AI inside the fortress is worse, and I do not reccomend having one there because it will only take up space.
do i have to have edain mod 4?
Hey found a little bug. when the enemy push in on the front gate they just walk through without destroyin the gate. it not game breaking but a little bit annoying. but it still a great map :D
#notlate
Default bug in the base game: when an AI tells its units to move past a gate, they will ghost through it if the gate gets closed. Have the gate closed before they get to it, or make somthing happen to interrupt the planned path for the units.