KF-Helmzdeep_[Lord_of_the_Ring].rom

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*Gaiver*

FNG / Fresh Meat
Jan 29, 2012
92
7
0
Jul 30, 2009
129
4
18
Would be epic if you could up some screenshot's so people can take a look right here on the site. I gona take a look at it in a bit.
 

Valken

FNG / Fresh Meat
Aug 5, 2011
304
26
0
OMG! Can you port Angelheart's other maps?! Such a LV426 or the Blade Runner map?!

I can't wait to find a server hosting this!
 
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Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
Angelheart. Angelmapper is someone else who also makes awesome levels but hasn't made these.

Also, it's LV426 (watched the movie again recently). :D
 

Sanguivore

FNG / Fresh Meat
Jan 5, 2011
272
0
0
needs more work...

needs more work...

the map looks great and is an awesome port. However, as a KF map, it doesn't fare so well. Here are my viewpoints and suggestions.

1) the map is super easy and not challenging at all. With only 1 trader, players just camp at the archway to the stairs leading down to it and easily wipe all the zeds as they filter into the main interior room. They NEVER go more than 20 feet away from the trader area. Adding 2-3 more traders would benefit this map greatly, and force the players to keep moving. Increasing zombie spawn values could help push the characters out of the keep also.

2) with the camping problem, the rest of the map goes to waste. There are so many other viable areas that players are not using, which is a real shame because most of the map layout is really good. The players need to have a reason to go to and use these areas. This goes hand in hand with my First suggestion.

3) the tower itself is not used at all ?!? why not ? It dominates part of the map and aesthetics and goes completely to waste. I would definitely put a trader volume at the very top of the tower, with the door leading to it on the outside of the main hold. This alone would help issues 1 and 2. I am really surprised that you ignored the tower to begin with, it has great potential to be a player "pinch" point as long as there were floors leading to the top instead of just one huge spiral staircase which I would avoid at all costs (zeds have a distinct disadvantage going up and down stairs).

4) the one area in the keep that has the steps going up to the archer's balcony needs some tweaking. The main issue being the archer window slits along the outer wall being unrealistically too narrow. They look good, but can not be effectively used due to a very limited FOV through them. I personally suggest decreasing the number of windows and doubling their width. This area is the only one that is great for the Sharpshooter class and can't be effectively utilized. Sure, they could run outside and pray that the team watches out for them, but since most players are currently camping the trader arch this is highly unlikely to happen.

5) the map needs a lot more zombie spawn volumes. I noticed that most of the time the Zeds spawned way outside in the battlefield area and slowly made their way towards the Keep. This gave the players lots of time to shut and weld the doors (only way into the keep making it an easy zombie choke point) and sufficiently trap the area so that once the zeds broke the door down there was a mine field of pipe bombs that they had to move through that destroyed most of the wave before the players had to worry about mowing down the few remaining with a rain of bullets and grenades.

This map is a prime example of how badly UT DM maps port over to KF if not done correctly. This map has much potential but right now is too flawed to be used for a KF server. Sadly, I had to remove this map from my rotation because of these flaws. I would really love to see this map patched and fixed up to be a viable option. The work on it so far is really good and hope to see more work done with it to make it even more epic.

thanx for taking the time to read my suggestions.
 

Swift-Brutal-Death

FNG / Fresh Meat
Aug 18, 2009
902
35
0
Any possibility that you can add music to the map from LoTR?

The only option here is for him to locate music tracks online, compile them into a separate downloadable file, then link them from his map to be played and hope the music link doesn't get him in trouble with anti piracy agencies in Cali.

I went through this process with Silent Hill and then my downloadable music file got shut down by Mediafire for (obvious) legal reasons.
 

Massacrer

Member
Mar 26, 2012
933
5
18
hzgaming.net
The only option here is for him to locate music tracks online, compile them into a separate downloadable file, then link them from his map to be played and hope the music link doesn't get him in trouble with anti piracy agencies in Cali.

I went through this process with Silent Hill and then my downloadable music file got shut down by Mediafire for (obvious) legal reasons.

Can't he integrate them into the .rom file?
 

Swift-Brutal-Death

FNG / Fresh Meat
Aug 18, 2009
902
35
0
Can't he integrate them into the .rom file?

That line of thinking seems to make sense, however as with most things it doesn't get to be that simple. When you include audio files within the .rom it makes the file size large. And I don't mean just a little bigger. I tried in the past and the result was completely underwhelming (estimate here) 10+ MB per minute. So picture a mere single five minute song and your looking at adding on an additional 50 or so MB on top of the game map itself, easily this can total 100MB with only one song added(people don't like downloading maps that start to be measured in terms of % of a gigabyte. It just isn't a viable option, and that's really too bad. Many people, myself included, would greatly benefit from just being able to add music into maps directly.
 

Justluck

Member
Jan 4, 2012
38
0
6
Beautiful map i love it :)
But there are some bugs. I am bad in explaining so take a look at the pics
Spoiler!

Don't know if this is a map issue but players getting telefraged on this map very often.
 
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ArcheKruz

FNG / Fresh Meat
Jan 2, 2013
479
1
0
I noticed that the zeds seem to get stuck on the stairs on the wall section outside the towers. They appear to go up the stairs, and then fall right back down once they start walking along the top of the wall.