I have a request. I would like to see a big tram car linking the Hornburg with the East axis spawn. I think it would add a lot to the map. Also, can you add a sign to the tunnel entrances that says “Welcome to Moria. Have a nice day”?
MML Helmsdeep (A2) released!
also the saves are abit dark could you put a big generator down there and also have some street lamps to brighten the place up a bit =X oh and the stairs in the tower takes agess to climb up any chance of a lift? thanks
Can we also cover the ramp? I keep getting shot running up after the tank? And cushion brushes at the base so that I don’t gib when I fall off?? can we? huh?
Actually, I’d rather see some way to go up that involves movement, but no turning needed. That probably means a ladder, unfortunately.
If done with a ladder, a small idea for the going-down part… break it down at each of those little side-rooms, and put a hole in opposite corners of each one, with a cushion brush underneath them. I.E. To climb up, you just climb, but to get down you just jump down section to section.
Yeah, it’s a minor break from the ‘original’ design of the tower, but it would also be much more playable, and I’d wager far easier to light decently as well. As it is, even with bright lighting it’s very easy to get ‘caught’ on the outside of the spiral when trying to run up the stairs. 
The plan is quite clearly that axis have to dynamite a hole in the cave floor to open up the underground water system, allowing the Axis subs access to inside the fort. To tie in with the boats at the valley mouth. The whole valley will flood and the only bit of dry land will be the top of the Hornburg.
The caves I’ll be brightening by removing the roofs and just making them extremely deep trenches.
With lifts.
The ladder idea though, is something I’ll consider 
Kewl… so we can get on the tram up there and take a trip
down under the water to the axis spawn… way kewl.
SiliconSlick
Well that depends on whether Axis have summoned the zeppelin or not obviously.
Hi
Sorry about pulling an old thread out 
I was playing this version on a server and notice a place where you could see through the wall debris.

Its the debri which the cross-hair is aimed at.
Also there appeared to be a diagonal line in the wall. You can see it as a black line to the left of the cross-hair. It seems as if the wall and debris are offset just a little bit. Probably only 0.25 units or something like that.
Are the debris a model? What clipping are you using, because spectators can fly through.
Hiya, that’s miscellaneous caulk showing it’s ugly head (for the invisible face).
The diagonal line is where my ‘rubble’ version of the wall doesn’t quite match the ‘unbroken’ part of it. Will be trying to fix that, although this may be a result of innaccuracies of .MAP brushes -> proper geometry - can’t remember off top of head.
Are the debris a model? What clipping are you using, because spectators can fly through
spectators can always fly through script_movers and func_explosives.
i think we can say that spectators can fly across every entity, also doors and lights.
Map is running on fragland.org:27778 for those of you willing to test it out. And by God it is wonderful!
Hello GERBIL
Wasn’t the allies suppose to only be able to blow the horn 2 times during a match? If so the limit seems to be broken because I have played the map a couple of times at ChiGC where the horn was blown repeatedly.
Don’t look too hard as we’ve come to rely upon that horn
in order to get all 100 mines down on [ND80]Helm’s Deep. 
SiliconSlick
Hello Gerbil
I have another bug to report. Sometimes the axis team doesn’t spawn in the throne room, when they should be able to. Instead they autospawn in the spawn near the tower.
If I remember correctly I could also not select the throne spawn manually, the flag however appeared.
Perhaps some of the entities are toggled too many/few times.
Hello again
I got another brush misalignment for you:

I am walking up from the bottom of the big cave, and standing where the tunnel starts to turn left. There is a gap between the brushes just above the gunbarrel.
Ohh, and for the weak tunnel. Have you considered making it something else than a fence? I mean its a fence which blocks the allies from going through the tunnel to the secret laboratory, right? Perhaps having the tunnel partially collapsed, and then have the axis blowing up the remaining support structures to close it completely.
Next thing: Its beginning to become a strategy to not build the main cave defenses, because they can actually block the way for allied engineers coming to disarm dynamite, if the axis has gone through the side entrance. Anyway just a tactical note.
Anyway, I know a lot of people that are looking forward to a brighter version of the map 
Hi, thanks for the continued feedback Chruker - wasn’t ignoring you, but it’s taken me the best part of a week to reinstall everything on my computer and get back to a state with all software in and working - and of course what time I’ve had on it between software ‘fun’ (eg we had to downgrade to an old version of max cos our 4.2 version won’t bloody install on this particular flavour of XP - nice one Discreet!) has been spent on work. But I’ve conquered it now, and even did my first bit of radiant stuff today (am finishing up mml_claustro).
So… your comments:
The barriers:
The final stage will have a team door in it.
Also, allies will spawn nearer to the main cavern, making it easier to defend. Now I’m not sure that this won’t swing it in the favour of defence too much (since they could all just go behind the barriers - an entire team would be pretty bloody hard to shift from there).
Have to wait and see I suppose… I’m trying to prevent making defence too easy simply to cater for idiots, but only time will tell…
On the plus side, there’ll be rocks in the ground (IE unmine-able stepping stones) and more cover. Hopefully it’ll balance out 
Sparklie / misalignment - cheers - I really need to go through and make sure everything is as tri-soup, I think I had a few miscellaneous quad brushes, which are generally the cause of this.
Lighting - well, it should work out better, there’ll be no real black spots, and the caves will be lit properly - IE with real light-sources (lamps hanging from beams etc, and the glittering effect will hopefully generate a little bit of light itself).
The weak tunnel - the idea is indeed to make it actually make sense, so it’s much more likely to be a propped up section of tunnel, with obvious signs of cave-ins etc, with a proper cave-in when it blows. There’s other effects like this that need sorting, eg the blowing of the main wall and front and hall gates.
Spawning in throne room not working - will look into it. Just as an aside though, you are only meant to be able to spawn in the throne room if you have secured the valley spawns and blown the hall gate. This is of course to stop a sneaky covert / engy combo getting in, building the compost and immediately having all of axis spawn behind the allies! However, it doesn’t sound like this is your immediate bug because of course if this wasn’t the case then axis shouldn’t be spawning under the tower, but in the valley. So will look into it.
Finally - slick! 100 bloody mines, is there even room for 'em all? I feel a screenshot is in order 
Anyway, I’ve already done the changed caves layout, and so need to start on the detail and stuff before getting a release out - cheers for bearing with it, I know I’m incredibly slow between updates (although on the other hand it gives me plenty of time to get loads of great feedback!).