Helms Deep Created by Jared Greiner (ArmadaX29) Supported Gametypes: Helms Deep (Custom Territories) One Flag CTF One Bomb Assault Territories Infection VIP Map Description Helms Deep is a map that attempts to capture the battle from the end of the movie Lord of the Rings: The Two Towers. It is best played as a one sided objective map. With the Helms Deep gametype the defenders are outfitted with sniper rifles and swords where as the attackers have brute shots and swords. Attackers must stay in cover as they approach the walls and use grav lifts as ladders once they reach them. Alternatively the attackers could sneak under the wall or trek up the causeway to the main gate. All routes are perilous, but once the attackers enter the castle they will be at the advantage gaining an overshield when they enter a territory. Capture of a territory was specifically timed to be less than that of a bubble shields life. So a good strategy for an attacker is to enter a territory and drop a bubble shield on it and force the defenders to abandon their sniper rifles and engage in close quarters combat. Great care was taken to recreate the scale and shape of the castle along with all of the various pathways and points of access. This was the first level I created with "interlocking" pieces, but I learned to use them extensively. I have played the map with up to 8 players. There are a few things that still need some balancing including player and weapon spawns. Feel free to give suggestions. I need a wide angle lens Attacker's Base Closer image of the "keep" area From behind the wall Watch your back! Covering fire Storm the gate! I am still looking for feedback on this map so please send it my way. Download Helms Deep Map Download Helms Deep Gametype
Lol, that looks really good for KoH and CTF, But it still seems from pictures that even just 1 sniper could devistate from the top. If you could upload 2 or 3 more pics of the rest of the map, thatd be wonderful.
Looks okay for a Helm's Deep remake. Some problems are the wall is curved, yours is not, and the stairs go along the keep, yours goes along the cliffs. Is the drain there? Can it be destroyed?
Looks good. i can say one thing though, it doesn't matter if its not exactly perfect. as long as it generally plays the same theres no difference. as long as you can destroy the wall like the fakeandatar suggested i will be ok.
TheFakeAngatar* If you want, you can just call me Ang. Can you show us more of the inside of Helm's Deep? How 'bout some pictures of the attacking base?
yeah i dont no if anyone has seen the foundry helm's deep? i think it was a lot more accurate, it even had 'ladders' on the wall and an immovable wraith as a catapult. i even updated it with a drain that had to be broken open and a breakable wall on the right hand side, i dont no where to find this map tho, i dont even have it anymore... :-(
Yeah, I remember that map. It was epic, ONeill. Wait...wrong Helm's Deep. A few suggestions, since this is a beta. -Sniper Rifle ammo should be limited. 8(+4) is enough for a good sniper. -Disable weapon pickup to prevent ammo pickups, therefore forcing defenders to choose their shots. -Brute Shot ammo is at maximum (which is 12+6 I believe...) to keep those snipers' heads down when approaching the wall. -The Keep should have a gate, simply made with pallets and teleporter nodes to hold them up, and on 10 second or instant spawns, or a simple switch which requires some critical thinking. Ask some members for help with the switch. -Moar interlocking. You have some interlocking, but not a lot. Work on your interlocking skills and implement them into the map to save valuable items, which in turn can help you in the future if you decide to make the keep larger or the wall higher or make a drain in the wall. Anyways, I just downloaded it, and see what needs more improving, all those suggestions were made judging by the pictures. PS: I noticed your link is broken, you have too many https there.
This map has great potential i think that the collapsable wall idea is a must and you should definatley add that into your remake. I also suggest using upside down doors for the battlements these would majorly improve the asethetics of the map. Also maybe to make team play better a few small out buildings containing weapons/ equipment. Good start with the neccesary improvements this map could be awesome.
I can see one very large and cool-looking structure, is that all that's on the map? You should add a few more pics so we can see what's going on. what did you test the map for?
Looks very much like mine... hmm... http://www.forgehub.com/forum/testers-guild/62349-helms-deep-need-testers.html I'll download to see just how similar.
The castle/keep is very well forged and thought out. The snipers from the base would be devistating. This might work as a decent Infection map but the reason they won the battle of helms deep when they were heavily outnumbered was that they had the advantage of one of the greatest strongholds ever. Good design, Bad concept 4/10
Thanks for all of the feedback! I fixed the broken link in the opening post. I have added more screenshots to the opening post. If there is still an angle that you thinks is missing let me know. I have uploaded my gametype that best accompanies this map as well. The download link was added to the opening post. I also put the map, gametype, and screenshots into a file set on Bungie.net to make them all easier to track down. Keep the feedback coming. I'll be doing a revision of this map with all of your input and with the new knowledge I'm gathering on how to set up spawn points and spawn areas.