||MML Helmsdeep beta4*
||RtCW: Enemy Territory (ET)
||- WolfFiles (download + easy map testing)
The Axis forces, in their desperate search for power to stop the inevitable Allied onslaught, have been working on the ability to travel in time. The Allies, learning of these plans, create a force to storm and capture the Axis laboratories where the research is being done. Unfortunately, the Allies attack during a crucial experiment, and the resulting fighting causes an uncontrollable surge in the equipment, throwing everyone in the immediate area back in time! Appearing six thousand years ago, in a history that was only thought to be mythical, both sides now have a new battleground to continue their war in. Allies must defend Helms Deep, keeping safe the means of travelling back to the modern day, while preventing Axis from dominating this new land and altering the future completely.
- Transport the two extra crates of dynamite to the culvert.
- Blow the wall by planting dynamite at the culvert with the extra dynamite crates.
- Capture the South Valley spawn. This becomes permenant once both the Main Gate and wall have been breached.- Escort the Tank up to blow the Throne Room Door.
- Construct the Caves Command Post to gain forward spawns.
- Destroy the Cave Defences.
- Dynamite the Weak Tunnel blocking off Allied reinforcements.
- Prevent Axis placing additional explosives at the culvert.
- Stop Axis blowing the main wall.
- Defend the South Valley spawn.
- Prevent the Tank from reaching and blowing the Throne Room Door.
- Stop Axis from building and defending the Caves Command Post.
- Build and protect the Cave Defences.
- Defend the Weak Tunnel from Axis dynamite.
Helmsdeep is a original reproduction from the movie-set Helms Klamm of THE LORD OF THE RINGS - THE TWO TOWERS!
This map has new features never seen before in ET maps.(for example the GLITTERING CAVES under the castle)
In various stages of the map are what are called Patrol Points (or PP for short).
A PP is a designated zone that a certain team / class combination must remain in for a given length of time to enable additional benefits for their team.
The time to enable a PP, and how long that PP stays enabled for,varies, but is clearly defined. Players enabling a PP will be told how long it takes to enable, and the whole team is alerted when a PP is enabled, disabled, and when it's about to run out.
PPs are identified by a striped border around them.
The class and team combination required to activate the PP will be shown on the wall within the PP itself.
The icon indicates what class is required, and the icons correspond exactly to the icons for class selection in the limbo screen, but are detailed here:
Helmet = Soldier
Cross = Medic
Bullet = Field Op
Target = Covert Op
Spanner = Engineer
The colour of the striped zone marker and the class icons indicate what team can activate the patrol point:
Red = Axis
Blue = Allies
Grey / yellow = Either team
So, for example, a blue cross means that only an Allied Medic can activate the patrol point.
PPs are marked on the Command map.
The effects gained from enabling a PP are varied, and stated at the time of activation.
Axis Patrol Points:
Axis has a medic-only PP located under the mountain next to the ramp.It takes 10 seconds to enable, and changes the Axis' spawn time from 20 to 15 seconds. It lasts for 2 minutes.
Allied Patrol Points:
Allies have a medic-only PP located in the halls under the Fort.It takes 10 seconds to enable, and unlocks the health cabinets dotted around the map for 2 minutes.
Allies have a field-op-only PP located in the second level of the tower. It takes 10 seconds to enable, and unlocks the ammo cabinets dotted around the map for 2 minutes.
The Horn of Helm Hammerhand:
The Horn (located at the top of the tower) can be blown by the Allied team only.There are no limits to the number of times you can blow the Horn,although you cannot blow it more frequently than once every 2
minutes.The Horn's effect is more powerful the longer you leave it between blowing it. It has 5 distinct levels, and it 'charges up' levels every 2 minutes.
The effects are (Helm Hammerhand):
Level 1 - Allies get instant respawn for 10 seconds.
Level 2 - As level 1 and Allies also get super-fast recharge for 10 seconds.
Level 3 - As level 2 and mortar fire sweeps acros the valley.
Level 4 - As level 3 and health / ammo cabinets are unlocked for 2 minutes.
Level 5 - As level 4 but effects last for 15 seconds instead of 10 and there's an additional wave of mortars.