MML Helmsdeep (first playable) download here.


(DG) #21

yeah i think there would be less massacre for axis if the tank was quicker getting to the outer door, decent allies have a lot of time and a loooong range to keep nuking the tank, making axis feel like theyre not getting anywhere. Maybe have to consider where in a campaign cycle the map would be likely to go - near the end means faster recharge etc so fops and panzers can rain it down more than if it was the starting map. Either way, im guessing that it’s when axis break in that the fun really gets going :slight_smile:

some texture shenanigans under the outer ramp, one wall that looks like it dhouldnt be there and a little further round there’s a little spot where textures arent joined up. On the other side, round the back of the tower (if axis are at forward spawn and go left, the upper/rear doorway) there is a texture missing on the doorway in. Also here, axis might be able to trick with airstrike jump or something and get onto the roof of the objective hall, where they can then walk down the windows into the objective hall - a bit unlikely maybe, but occasionally might “spoil” a game if it happened (or server running low gravity).

On top of the tower, it looks like you can go onto the little outer shelf things and jump back up - but its just too high a jump, so you have to jump off or /killwhen you want to be elsewhere. Also here, if you happen to fall and get caught up in the pipe things, you can get stuck between wall and pipe.

Also even more obvious stuff that I guess is just left out for this, the tank just magic’s away the gates, rear sometimes goes straight through walls instead of damaging them like e.g. on goldrush.

might be a bit nicer for axis to have a little more occasional cover for when rushing the culvert (dont add too much though, atm with teh cfg fps is actually surprisingly good, giving me better fps than many areas on the officials). Also, if axis could stand ontop of the canvas at their main spawn, this might give snipers somewhere to go without clogging up the back way out. Wonder if the initial axis spawn is a bit over exposed to arty, but dunno how you could simply reduce that, and there’s the two spawns anyway.

this map looks like it could be a LOT of fun :smiley:


(DaRkFiRe) #22

Yeah, it might have been my lag, or really good snipers, but it was difficult to move up the map, though my team still managed to win lol.

The tank could move a bit faster though. Also, will the horn be working in the next release?


(gerby) #23

Sadly I wouldn´t know about playability :frowning:
Tank time-wise, the total route time for an unattacked tank is slightly longer than the total tank route in goldrush. I think the slow feeling of the tank (because that´s all it is given it moves same rate as in goldrush) is down to the scale of the tank. Possibly when I add more cover in you´ll get more feeling of speed. I won´t, of course, rule out speeding up the tank though! And yeah it has occurred to me late in a campaign FFEs etc would be easy to rain down, but it kind of depends on what Axis are doing. I have put in 2 places (may be more, can´t remember) where axis can get height advantage over main fort (hill to right of ramp from Axis´ point of view will be best one), so they can offer some kind of direct attack against the people spamming the tank. I don´t think this spot is widely known yet - maybe when people use it more then Axis can put up a proper offence.

[edit of texture stuff] cheers :slight_smile:

Also here, axis might be able to trick with airstrike jump or something and get onto the roof of the objective hall, where they can then walk down the windows into the objective hall - a bit unlikely maybe, but occasionally might “spoil” a game if it happened (or server running low gravity).
Cheers. Clipping was another area I didn´t really have time to sort out. I may simply end up putting bars across the windows, or clipping the whole lot off. Since that area is only temporary brushwork, it may end up different and prevent entry by another means anyway, dunno yet.

On top of the tower, it looks like you can go onto the little outer shelf things and jump back up - but its just too high a jump, so you have to jump off or /killwhen you want to be elsewhere. Also here, if you happen to fall and get caught up in the pipe things, you can get stuck between wall and pipe.
Didn´t know them so cheers.

Also even more obvious stuff that I guess is just left out for this, the tank just magic’s away the gates, rear sometimes goes straight through walls instead of damaging them like e.g. on goldrush.
Yeah I want much more impressive and proper stuff for this for sure.

might be a bit nicer for axis to have a little more occasional cover for when rushing the culvert (dont add too much though, atm with teh cfg fps is actually surprisingly good, giving me better fps than many areas on the officials).
Yup more cover will be in. As for FPS that´s good to know, that´s what I was aiming for - the whole area has been designed and hinted to work well. Big does not necessarily have to mean slow :slight_smile:

Also, if axis could stand ontop of the canvas at their main spawn, this might give snipers somewhere to go without clogging up the back way out.
They were meant to be solid yup, but I couldn´t get it working quickly by making the shader solid, so needed to clip and never got around to it :confused:

Wonder if the initial axis spawn is a bit over exposed to arty, but dunno how you could simply reduce that, and there’s the two spawns anyway.
Yeah I´m hoping the 2 spawns will help. Also, it depends on how accurate FFEs are, I know that from the fort you´ll quite often miss where you tried to FFE and given the low angle, a few degrees up or down can mean a loooong distance. You can FFE accurately fro mthe top of the tower, but to be honesty being up there is bound to atract axis sniper attention, and given the limited room to manouvre up there once spotted their death is reasonably certain. I dunno, time will have to tell with that. In a way, it´s good there are so many FFE targets (tank, breachj, ramp, spawns etc) because it should dilute where it all goes. If they spam the tank, the wall and spawns are relatively clear and vica versa etc.

this map looks like it could be a LOT of fun :smiley:
I hope so! Certainly feedback has been positive so far, and I know things will be drastically better in the next release.


(SiliconSlick) #24

I have a small patch for it as mentioned here:

http://theburrow.fragland.net/forums/viewtopic.php?t=101&start=15

for server admins (while we wait for Gerbil to have more time).

SiliconSlick


(Loffy) #25

Hi!
I watched LOTR, the part with the Helm’s Deep, yesterday.
Must say that the map looks very nice. I am impressed.
// Loffy


(Nerosis) #26

My first comment is that you need more debris on the battlefield, eg. broken siege equipment, smoke from burning stuff, etc.

My second suggestion, how about making a few constructible assualt ladders on the long wall. Would be fun to try to scale the wall before a covert satchels the ladder, then fall to death.

ps. when will minas tirith be finished.
just joking.


(fattakin) #27

I half expected constructable ladders in there too - and since the Allies are mostly coverts sniping from the wall the balance would be OK.