The Dwarf Holds (TDH for short) is a modification for the Battle for Middle-earth, a real time strategy game by EA. We've added a Dwarven faction based on Erebor,, while also changing and adding lots of new things to the four original factions to get them up to the level of the new faction. This mod is no longer under active development - but a complete release of Erebor and the original factions is available. The mod is hosted by The3rdAge.net a division of Revora, the creative community. www.the3rdage.net www.revora.net

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The Fortress of Dol Guldur. Few dared go there. Fewer still ever made it out. A twisting net of dark halls, crumbling steps, and ruined towers. It is home to the Necromancer and his servants, both living and dead. From its pits spread the foul blight that corrupted the majesty of Greenwood the Great.


When Battle for Middle-earth II was first released, it came with several fortress maps - including one representing Dol Guldur. While developing our Dol Guldur faction, we decided that this map did not suit our vision for what a Dol Guldur fortress map should be like. So we started from scratch!

Overview1


But this map isn't quite like other fortress maps. Because Dol Guldur doesn't have a gate. Instead, its passageways are lined with a great many defensive plots, which turns the siege and defense of this map into an exciting mix of RTS and Tower Defense gameplay.

The attacking player must attempt to advance through Dol Guldur's dangerous dungeons - through one or several entrances into the fortress - destroying towers, catapults, terrifying statues, and the risen dead, while the defending player must rebuild his defenses and hinder the enemy while sending out his own forces to claim victory.

DefensesDol Guldur's North Gate is being defended by 4 defense plots on the outside and many more beyond.



We've divided Dol Guldur into 8 distinct areas, each representing a different part of its evil, miserable culture.

Overview2

Red dots represent the 3 entryways into the fortress.


Area I: The Front Gate

An enormous raised causeway leads into the intimidating, maw-like Front Gates of Dol Guldur. It's defended by raised platforms for archers to shoot from and a myriad of defensive plots. This heavily guarded entrance has the most direct line to the defending player's fortress, but is difficult to breach.

MainGate


Area 2: Webbed Ruins

Home to a population of Giant Spiders and other twisted manifestations of nature. The Webbed Ruins look out over a second entrance into Dol Guldur - one that appears closest to the defending player's fortress, but is difficult to traverse.

Spiders


Area 3: The South Tower

This is where the confrontation between the White Council and the Necromancer unfolded during the third Hobbit film.

SouthTower


Area 4: Pit of Dol Guldur

During the slow decay of the Silvan fortress that once crowned the bald hill of Amon Lanc, many tunnels and pits were dug throughout the hill.

ThePit


Area 5: The Barrow-hills

A desolate area outside the Fortress' walls. Ancient kings and princes of Rhovanion were put to rest here, until the Necromancer's phantoms caused their bones to stir once more.

Barrows


Area 6: The Orc-garrison

Those orcs that were forced to live within the confines of Dol Guldur were rewarded little for their bravery. The lucky ones lived in crude dwellings of bone and skin - the less fortunate slept on cold stone.

OrcGarrison


Area 7: The Slave Pens

But worse than the orcs' were the conditions of the slaves that dwelled in Dol Guldur - tortured husks, taken from their homes or from the eaves of Mirkwood as they travelled, they are the Necromancer's playthings, working and living to provide the living elements of his army with sport and sustenance.

SlaveMill


Area 8: The Dark Citadel

At Dol Guldur's zenith lies the Dark Citadel, from where the Necromancer plots and prepares his assault upon the Free Peoples of Middle-earth.

Citadel


Action4 Action3


Action1 PanoramicView



And that is all for now. Stay safe!


The AotR Team


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Comments  (0 - 10 of 184)
NumenoreanTalion
NumenoreanTalion

Is this mod have a campaign ?

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TheLonelyRick
TheLonelyRick

I need the help from a good soul, I came back to BFME and started playing again TDH mod, I'm trying to make some maps and I want to use the objects of this mod in them, but after doing research and trying to make it work with the WB, I'm not getting any luck, Is there a way to know the step by step, that I need to follow to make this work?

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Someone90
Someone90

Are you still working on this?

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MathijsRevora Creator
MathijsRevora

The mod was completed, it's no longer under development.

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Guest
Guest

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JoeFerris
JoeFerris

So whenever I click Skirmish I get an error. Any fixes?

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MattTheLegoman
MattTheLegoman

Clear out your skirmish data.

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Guest
Guest

Hey, I just downloaded this mod without any problem. This window comes up

"unknown field 'RotatingTurret' in block 'Weapon'.

Error parsing field 'RotatingTurret' in block 'Weapon' in file 'Data\INI\Weapon, line 1

this shows up and exits my game so i cant play it. Any idea what is going on?? Thx!

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andreninpad
andreninpad

Try this fix if experiencing an error. Patch BfME1 to latest 1.06 and mount a no-cd-mini-image for BfME1 or older patch no-cd for BfME1.

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Kwaas
Kwaas

Hey man I love this mod. Great work! Could you think about adding another faction like elves or gundabad. That would be amazing. Also I was thinking add the goat riders to the dwarven faction with the ironhill powerpoit upgrade of course. Again thank you for this mod.

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Highest Rated (6 agree) 10/10

This mod is extremely good, maybe even the best bfme 1 mod out there, It adds an entire, fully complete dwarf faction that blends in perfectly with the other 4, there are a TON of maps that are all extremely well made, and nearly all units have been re-skined and look amazing. I would definitely recommend it, cause it's only going to get better with each update.

Sep 29 2011 by future4

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