Hey guys, I have been working these past couple days on this Helms Deep Invasion map. I want to release it to everyone and see what the think. I know i still have some tweaking to do. This is NOT an entirely finished product. I need feedback from people who play it, to make it better. Anyways, thanks gents, and enjoy. Bungie.net : Reach : Player File Share CutoverSpy MAP AND GAMETYPE SPECS: Mainly a 6-16 game. The Blue team should try to have a few more guys than the Red team every round. Phase 1: Break through the sewers and capture the inner wall / or Charge the main gate and take the first floor of the castle. Phase 2: Make your way up to the castle platform and hold off any remaining attempts to stop you from capturing it. Phase 3: Find the portal that takes you to the core room, and try to bring it out of the castle while players imitate Gandalf coming to stop you. Any Questions/Comments? Message me all day at: CutoverSpy
I don't want to be the one to drop the bomb here, but I am getting tired of getting pumped up by a cool title and then seeing and empty thread.. You need pictures and a map description for your post. Read the rules and guidelines before you post
i really like the concept, a helms deep invasion map is just what we need. however i think that you went about the stages wrong. just because the standard formula is two territories and a core capture doesnt mean you have to follow suit. try to make use of the despawning and phase spawning capabilities. you should also choose a better location, my prreference would be the indent where you can get into the caves. i also advise you to look up some images of Helms deep and try to make it more aesthetically and structurally accurate (i am a huge lord of the rings fan so i know exactly what the layout is ) on a final note the attackers could really use some cover so its not a slaughter fest. when i saw this map i had a really hard time resisting going out and making my own version, but since you got it first i feel it right to give you a chance to improve its design if you want any advice on how to make this more accurate or if your alright with me making my own version, let me know! i would love to make this kind of map
The first stage should be assault, not territories. Have the bomb carrier maybe move somewhat slower, but be able to take more hits. Also, the bomb should arm & detonate instantly, and when it blows up have the section of wall above it despawn. Just a couple tips to make this map more like the movie. Shadow, Helms Deep is a pretty universal map, lots of people made it in Halo 3, so you don't need permission to make your own version. I'm guessing we will have tons of these in the next few weeks.
Blaze, I'm literally laughing at you saying this. You are absolutely right, and that is why i went and revamped it after I posted this one up. Download the Helms Deep 1.2 from my fileshare, or from the competitive maps section. I think you'll like it a little bit better. http://www.forgehub.com/forum/reach-competitive-maps/105299-helms-deep-1-2-a.html
I'm making one of these too I'll help you test your if you can get some more people together, I really want to do a 6v6 invasion on Helm's Deep! I find that the hardest thing in this sort of game is balancing, and you can't just have more Elites, so you just have to make the Spartans' loadouts slightly weaker. Also, an immobilised Balista [Wraith] in the 2nd/3rd phase can't hurt
http://www.forgehub.com/forum/reach-competitive-maps/105299-helms-deep-1-2-a.html Please just update your original post next time instead of making a new one. I have my doubts much was changed to make it .2 more of a version -.- I like the idea of this map. The story line fits well with it, you could have built it on the beach so that it had that drain area from the fortress.
I love the Map and Gametype. The only thing i have a problem with is that that classes are very crappy and you need to add swords as a main weapon and not DMRs
I posted this on your other thread but it was removed so here it goes. This is a very good map for invasion except for a few things. I actually tweaked it a bit after I played on it the first time. I played this with a full team, we tried 6 on 10, 8 on 8, and 9 on 7. Just a little constructive criticism: I added 2 of the large rocks in the center open field. Without this it is impossible to bomb the drainage opening. Even with uneven numbers the defending team won't let you even get close to it with the huge open expanse. The time for the last section when you take the core back needs to be shortened, 10 minutes is too long in my opinion. I think around 7 minutes is what we used and it was working a little better. I tweaked the spawns on the last section as well. Having the elites be able to spawn right close to the core every time wasn't working. We made the middle section on the castle wall by the drainage ditch even instead of raised so you could walk the entire length without jumping over and over it. The teams must be uneven for the map to work with the current loadouts. If they're not uneven the attackers will never be able to breach the first zone. There is absolutely no way to outmatch DMR's on the long way in with just pistols. I suggest you take away the DMR loadout in the beginning for AR's. Because all you really have to do to win on defense is put 3 men on the castle wall and 3 by the front door and you can keep everything locked down with unlimited ammo.
On that note, there's a reason why Bungie removed the DMR loadout in Invasion during the beta, DMR's are just too powerful in the low-end rounds, you can only really give the humans ARs and magnums
I took all of your criticism into account and I just released my 2.0 Version in the competitive map forum. Thanks. http://www.forgehub.com/forum/reach-competitive-maps/105942-helms-deep-2-0-a.html