Thank you all for your replies we should start right now.
I like this to be a collaborative effort so that my decisions aren't absolute. Lets start laying out the Fundamentals of what this map requires as well as get an understanding of what the hell is Minas Tirith
From Wiki:Minas Tirith (pronounced /ˈmɪnəs ˈtɪrɪθ/), originally named Minas Anor, is a fictional city in J. R. R. Tolkien's Middle-earth writings. It became the heavily fortified capital of Gondor in the second half of the Third Age. It was originally built to guard the former capital of Gondor, Osgiliath, from attack from the west, but became the capital when Osgiliath fell into ruin following the Kin-Strife and the Great Plague. It is often referred to as the White City and the City of Kings. The Rohirrim sometimes translated this into their own language as "the Mundburg". In the climax of The Lord of the Rings, Tolkien's most famous book, the city comes under a very large and determined attack by the allied forces of Mordor.
Wiki Minas TirithMinas Tirith PicturesMinas pic 1Minas pic 2Minas pic 3Minas Tirith OverviewMinas Tirith Video Clip (Movie)Just some Ideas I want to create a defend-this-castle type map. Zerg units be rushing from the North and the Castle will be in the bottom of the map. The map i'd like to use will be 256x256 so that we can utilize as much space as we need and create boundaries of spaces we don't need.
Click on Minas Tirith Overview.
I'd like to keep the structural integrity by having the outer wall be a gigantic arc. The internal terrain of the castle can slightly deviate. I'd like to have different levels of gates [click on Minas tirith overview]. Once the orcs breach the outer wall, they will have to breach another gate and so forth. Each floor should NOT be narrow.
Heroes. Obviously we're gonna have some heroes but srsly, lets not let one player control more than 2 heroes. Helms deep map fails giving white too many heroes. Heroes should be able to heal every 2 mins (not 30 secs). I've found that it can be very cheap to constantly heal a hero. In this map, u will have to utilize skills rather than heavy brute cheap hero damage.
Reinforcements. Naturally each force will deplete their army very fast and the battlefield will be empty very quick. So ya reinforcements is a must.
Skill (arena-type) System. Most LOTR maps rely on heros to change the fluxuate the balance of forces of each sides. I'd like this map to have arena-type attacks rather than pure cheap heros . Each player will have a series of beacons somewhere arbitarilly in the map which controls the power of certain cheap tactics that devastates the opposing players. For example, one skill can make the player perform a exploding affect on a hero that changes the HP of surrounding forces by -50%. Another example is giving the bad guys trebuchets; scourge fly through the fortress and explodes, killing forces.
Having Osgiliath. Osgil is essential for the begining burst of gameplay. On other maps, there is just a small army units that inevitably gets slaughtered by orcs. I actually want to create a changeable terrain (yes is can be done). In LOTR helms deep - aero, the front gate was a bunch of stacked doodads that disappeared when game elapsed 10 mins. For Osgil, Ima attempt to create a ruined city using doodads and sprites. After a given time, the doodads will disappear showing the bare rocky ground.
Riders of Rohan and Elephants!Yes I want this here. I want this to be more theatrical than gameplay.
Mass or no mass. This, like all my other ideas are debatable. Do we want/need a masser? Will we have too many units at one time that needs a masser?
What WILL NOT be in map*
*this isn't negotiatable
-Infested terran that does 9999 dmg
-Bunch of cheap Mutas
-bats
-Vulture
So What do you think? Contribute ur thoughts and ideas
None.