Thank you Jackie for covering this update! After all those Byzantine walled submods made by the community, isn’t it nice to have an official Helm’s Deep? 😏 Palotti had to move every single stone to to make that explosion.
Hi, i am the one who mad the Helm's Deep model and put it in game, thanks a lot about your opinion regarding the game design, i took some risks but it worked well in the end. Btw for the wall explosion was a lot of trial and errors with simulations, terrain physics and attrition but i managed to get an explosion that doesn't shoot the pieces everywhere along the map.
Hey Jackie , i'm the guy that made the trailer , it's a pleasure to see youtubers such as you making videos showing the trailer i (obviously) had the opportunity to play this map earlier, the map is really a masterchief , especially concerning the details of the citadel
@@JackieFishHD It's an honor ! Thank you friend A long version should come in the following weeks , with a complete machinima of the battle for helm's deep
When the campaign will be ready then this game will surpass all the total war sales combined ❤️🔥❤️🔥 Thank u so much modders for this Keep up the good work ❤
I'm surprised too. The community for both are huge. I would love to see both come to total war. It would be awesome. It would be interesting to see how they add the dragons into the game of thrones total war. Probably would look a lot like Warhammer
This looks really good, I love the ammo supply locations, I wrote for years that it doesn't make defenders have the same ammo as in a field battle - really good feature, if only CA could learn from this. P.s. why not night battle ? where are the tourchs ? where is the rain ? p.s. shame no official soundtrack :(
People think they want things like ammo supply until it’s used against them, if they added half the features people want them too hell even 25% the game would be to hard and only people like myself who already use every mod possible to make the game more challenging would find any joy In it, ancient empires with submods I think is the best total war experience but they could never do it as an actual game, people want arcade style battles, they don’t want to see their men mass retreat because they ran them j stead of walked them, they don’t want to see a horse archer army be able to go back to their supply wagons thus allowing ranged to never have to engage, people don’t want heavy cav to be nearly unstoppable, people don’t want men at the walls to stab guys on the ladders as they climb, people don’t want the AI to starve out their settlements every single time unless you sally or reinforce, there are a lot of things CA does on purpose to make things fun and people forget that just because it works in a mod like this where say some evil units are 3x bigger with 300 guys a unit or have 10x the hipoints like trolls, and with the upkeep of the evil faction they will always be able to field 4-5 full stacks of orcs to 1 of the hood guys, thus the extra arrows make sense
@@austinduff6493 While I agree that CA obviously do a lot of things because they think they are fun design and I agree not everything people get excited about is good for them, I would disagree with a lot of what you said. I agree a lot of the current WH crowd and even some of the older crowd want things that I would consider harmful for the expeirence, candies if I may. But the fact someone wants a candy, doesn't mean its healthy for them for the long run. And in fact many of CA's choices to design to make the game fun are actually killing TW on the long run the way I see it, and time will tell if I am right. They streamlined their games to the point that even long time TW players find themselves paying campaigns for 60~ turns before they had enough of it, fun sure, but for a short run, not long run. Same goes for CA and the power creep issue (which they use to sell their DLC). Every feature needs to be well designed, its not about adding or removing just one feature, its about balancing features and systems together, interwinding them, and desinging them to have counters and equvilent replacements. I am not familiar with Dawnless Days balancing, so I didn't speak on it in specific, and I don't know if its balanced or not there. But when I look at sieges from a design perspective - I am 100% standing behind what I have said. Obviously this feature shouldn't be disconnected from other aspects of the game whether it is in battle or in campaign, this can tie to buildings that were built in the provice and the way it refills ammo needs to have a counter available to deal with it. As long as the feature makes sense and is implamented both design wise and AI wise properly I am 100% in favor of it being added. Unfortunately its been a while since CA did anything like that.
The torches are there you just see them less because it's daylight; the official soundtrack is in, but the video will get a copyright strike if it plays it, so Jackie - as we do in our channel - is using our official soundtrack, clearly based on the OST. We didn't do a night battle because we wanted everything to be seen, there'll be plenty of recreations of the real battle!
It's amazing to see a whole new version and tactics for this Helms Deep map. Great compliments to the makers of the map and to the creators of the mod. I am absolutely looking forward what new things will come over time. You are all amazing, and thanks Jackiefish for covering the replay
Beautiful work, I just can’t stand the scale of Helm’s Deep, is way off. 20 thousand men can t cover all the terrain, makes it feel less real if you are a fan of the movies. It is my only doubt, these modders are heroes.
This is so nostalgic for me as I played Warcraft 3 Helm's Deep as a kid and of course watched the movies. This is so cool that Helm's Deep lives on through more video games.
It's really nice to see how much time and effort went into this it looks just like the movie and on top of that even the mountains and the background look amazing
You can. We just chose not to in order to show off the map, which is based on the movie because our mod is visually based on the movies, while the campaign / design is based on the lore and the books.
@@lukenorris7677 nope, we are the only one for Attila and we were a mod way back when for Rome 2, but we moved because Attila is much more customizable.
Well, it's trade-offs. Either you get an unplayable battle or you get a stretched castle. It's a game after all, so we decided the worse trade off is the map will be unplayable, and hence the choice. It's a total war game after all
Total war is just the worst for siege warfare, and i feel bad saying this for a video where the modders put in so much hard work. It's like they made a fantastic sand castle out of used kitty litter.
You either get an unplayable slog of chokepoints and routing, and hard to position troops, or you get this. Notice how they didn't commit immediately to the gate, and instead hard pushed the field