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 MML Helmsdeep (Beta 1)

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[NK]==BOREAS==
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Number of posts : 821
Country and/or City : Europe ;)
Registration date : 2004-11-17

MML Helmsdeep (Beta 1) Empty
PostSubject: MML Helmsdeep (Beta 1)   MML Helmsdeep (Beta 1) EmptySun 13 Mar - 2:50

link:
MML Helmsdeep (Beta 1)

Objectives:
---------------------------------------

AXIS:

1) Transport the two extra crates of dynamite to the culvert.
2) Blow the wall by planting dynamite at the culvert with the extra
dynamite crates.
3) Capture the South Valley spawn. This becomes permenant once both
the Main Gate and wall have been breached.
4) Escort the Tank up to blow the Throne Room Door.
5) Construct the Caves Command Post to gain forward spawns.
6) Destroy the Cave Defences.
7) Dynamite the Exit Tunnel blocking off Allied reinforcements.

ALLIES:

1) Prevent Axis placing additional explosives at the culvert.
2) Stop Axis blowing the main wall.
3) Defend the South Valley spawn.
4) Prevent the Tank from reaching and blowing the Throne Room Door.
5) Stop Axis from building and defending the Caves Command Post.
6) Build and protect the Cave Defences.
7) Defend the Exit Tunnel from Axis dynamite.

---------------------------------------
Patrol Points:
---------------------------------------

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.

---------------------------------------
Special in-game effects:
---------------------------------------

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 respawn
time from 20 seconds to 15. 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:
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.

---------------------------------------
Change log:
---------------------------------------

Changes in B1 from A3:
- Much more detail in caves
- Axis can now spawn at east and west valley again
- Axis medic PP now gives Axis a faster respawn
- Buildable MG42 in the valley for Axis
- Slightly changed caves layout
- Effects when you blow up the exit cave
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[NK]==D. Pippy==
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[NK]==D. Pippy==


Number of posts : 687
Country and/or City : Finland?
Registration date : 2004-11-10

MML Helmsdeep (Beta 1) Empty
PostSubject: Re: MML Helmsdeep (Beta 1)   MML Helmsdeep (Beta 1) EmptySun 13 Mar - 10:28

There is something wrong with this map...
new version coming soon
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[NK]==BOREAS==
Forum Admin
Forum Admin
[NK]==BOREAS==


Number of posts : 821
Country and/or City : Europe ;)
Registration date : 2004-11-17

MML Helmsdeep (Beta 1) Empty
PostSubject: Re: MML Helmsdeep (Beta 1)   MML Helmsdeep (Beta 1) EmptySun 13 Mar - 14:13

Quote :
Author:Gerbil:
This map is in BETA (1) mode.
It is unfinished, but the map layout and objectives are all
hopefully as they will be in the final.
MML Helmsdeep (Beta 1) 00009160
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MML Helmsdeep (Beta 1) Empty
PostSubject: Re: MML Helmsdeep (Beta 1)   MML Helmsdeep (Beta 1) Empty

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