Board Thread:Suggestions Forum/@comment-107.192.6.2-20150325005943

After posting as a wikia contributor, I have finally made an account to live up to the LOTR mod, and believe that I should help improve this already great mod. This suggestion will be based around general additions and improvements to all evil factions

1. Angmar: Angmar needs major map and terrain changes, plus some cool additions to its factions here:

In general all orc factions should have more spiky armor textures. If we look at their armor, we can see the layers of jagged black armor, which gives them a more evil look.

Hireable units: Untis that can only be hired, or spawned using codes or creative mode.

-Snow Troll (Huge white Olog Hai equivalent for the north)

-Angmarim/Mounted Angmarim: (Black Numenoreans wearing black robes and armor, spiky helmets and black layered shields. Weapons: mace (foot) lance (mounted) mounted on horse.)

- Hill men (Similar to dunlendings, but more heavily armored. Has archer and hallberder variation as well)

- Dark Things (In the appendixes of Lord of the Rings, after being conquered, Fornost was filled with the dark spawn of the witch king. As comapred to the Uvanimor, they were probably werewolves, bats, vampires, and demons; all of which should be hired)

Warg Matriarch (huge white and grey wargs) should spawn everywhere.

On to geography an structures: Angmar itself is a flat plataeu surrounded by mountains on every side except the western tip. The mountains of Angmar should surround both sides, instead of one, and Angmar should lie on an elevated Plataeu. So, on order to enter Angmar, one would have to climb a steep plataeu, or scale jagged mountains. Here is a map for reference:

Strucutres- On the flat plataeu of Angmar:

-Angmar huts: small 4 block high circular structures made of of charred planks, thatch, and rotten logs. Only room for an orc bed, torch and one orc.

-Angmar Village: A grouping of Angmar huts, towers, farms, and forge buildings (Brick building with chimney in the center), all of which can be spawned individually.

In the mountains of Angmar:

- Bastion of Angmar: It is said that the Witch King built many strongholds in the mountains to provide sight over the lone lands and eriador. These fortresses should be massive, but rarely spawn. They should have two levels, the fort level, and the undeground level. The fort level would be made of a new brick called rusted orc iron, and contain orc breeding chambers, armories, and forge rooms. As there were no references to what they may have looked like, I used a reference from the films:

2: Gundabad

Along with my Gundabad Orc Warriors post which you can chheck out here: http://lotrminecraftmod.wikia.com/wiki/Thread:32585

There are many cool additions that Gundabad could use.

Hireable Units( only hired, spawned, or codes)

-Bersekers of Gundabad (Gundabad equivalent of Uruk Bersekers)

-Gundabad Ologs (Heavily armored trolls with clubs, or blades attatched to their arms)

Warg Matriarchs can also spawn in the misty mountains.

Structures: In the misty mountains: Dwarven ruins. Gundabad village (equivalent to Angmar village, except everything is Gundabad.)

Gundabad Bastions (Same as Angmar Bastion, except filled with Gundabad Orc Warriors)

3. Dol Guldur

I believe Dol Guldur is great, and I have nothing to add, because what I wish to add is from the films, and can get me banned. So Nothing so far for Dol Guldur (Except concentration of Nazgul when they are added)

4: Mordor

First of all spiky armor for every orc unit.

Hireable Units (Only hired, spawned in creative, or codes)

- Morgul Knights (there has been many suggestions for these, and I assume we know the details for them)

-Black Numenoreans (Some people say they should spawn, but there weren't that many in mordor, so they should only be hired)

New mobs in mordor are the following: Morannon Orcs, spawn in the valley of udun. Have spiky black armor and helmets which sometimes have skulls on them. Wield Morannon Scimitars, and are stronger than mordor orcs.

Structures and geography:

-Geography:

The valley of Udun should be the land in between the black gate and the isenmouthe. Here is where Morannon orcs spawn.

Strucutres: Mordor Bastion: Same as every other orc bastion, except more "Mordory"

5. Isengard.

-Uruk Hai your alignment bar should be renamed "Isengard"

-Hired Units

-Uruk Pikemen (Uruks with pikes)

-Dunlending Guard: Saruman trained some Dunlendings to be his elite bodyguard, draped in heavy chain and plating, carrying axes and halberds.

Geography: The area in enedwaith where Isengard is should be renamed the Isengard wasteland, as Saruman desolated the territory to feed his furnaces and army.

Structures: Uruk Towers: Made out of new block: Orhtanc stone. A small watchtower operated by Uruk crossbowers.

Dunlendings should also spawn in Isengard held areas

6. Dunland

-Just make them stronger and give them speed buffs. They were fueled by their hate towards the Rohirrim and the free peoples

7. Near Harad.

-I know this might be hard to do, but in the books, there were yellow and black versions of their armor to, so it would be cool to implement that as well.

-Hired Units:

-Sunguard (Elite warriors of Harad, wearing sleek armor maed of sunplating, and wielding sun-khophesh's)

-Serpent Guard (Heavily armored guards wearing Harad Chain plating, and wielding scimitars)

-Southrons (They did look like how Peter Jackson portrayed them in the movies as they did in the books, except their faces were painted. They are low level skirmishers)

-Haradrim Cavalry (In the book, haradrim were mentioned to have scores of cavalry participate in pelennor fields, who ((Along with Khand)) were the only cavalry units to make a match for Rohan)

In near haradm the muhad can spawn; a wandering desert tribe that participated in the battle of Pelennor fields, as Mumakil drivers.

Geography and Structures:

These fields are a-ok

Thats all I have! Anyways, feedback and constructive criticism would be very helpful, and as always, If I violate anything on the FAQ, I am truly sorry. 