This is the scenario created from movie shots of Helms Deep. I think it is true to the real thing. You must hold out at all cost or humans will no longer be known in the Riddermark.
The armies will be coming in waves, there is no time to ready the stores...man the walls. The elfs are here just in time!
And yes, Helm's deep can be held.
When I began to play “the real HELMS DEEP” by nirinjan I was pleasantly surprised by the overall quality of the map. Although there are some fairly good sized areas of unadorned flat green this does not seem so out of place in the river valley leading up to the castle. The terrain detailing is well done with good use of rocks, trees and variations of elevation in the hills. I especially liked the area around the iron mines in the Eastern side of the map. For some reason, the designer does not seem to have used any plants or shrubs these would have given the map an even more natural appearance. Map Design – 4
Helm’s Deep itself is creatively constructed. It did not appear to me to be so much like the one portrayed in the LotR Movie, but judged as a fortification it presented an interesting complex of passageways, stairs, gates and courtyards. I liked the Armory in its own chamber protected by a gate. There was no special “eye candy” to speak of but definitely not your standard box with towers at each corner.
Located both in the valley and within and behind the fortifications are all manner of food and weapons production units. Some are placed in a very pleasing and natural looking way but some in clusters and rows that seemed out of place.
True to Helm’s Deep, the way to the main gate is via a ramp. However, this is actually the only way for invaders to enter the castle as all other outer walls are stepped up on higher ground and can not be reached. It would have been better if the walls could be breached in other places giving the attackers multiple entry points. Of course, Helm’s Deep has been done before, this score may be generous but a good effort for nirinjan’s first upload. Creatively – 4
The first time I played I decided to take only modest measures at defense as the castle was already well manned with archers, crossbowmen, knights, swordsmen, engineers with oil, etc. I only repositioned some units up to the front and used existing weapons stocks to make a few more.
The attacks do not begin for a while giving ample time to prepare but when they do come they are large and repeated. Several times between waves I had opportunities to repair damage to the main gate but chose not to do this to see how the game would play through without “heroic efforts” on my part. Though the battle was intense and the enemy finally broke through into the courtyard of the keep they were all stopped before they could get farther. In the end, I had to send my units out to finish off the enemy that were left dormant by the signpost.
Oddly, there does not seem to be a lord in the keep. I am not sure how defeat would be triggered. The map is locked so I could not check this.
Various pieces of enemy siege equipment are positioned out in the valley at the beginning but these are not used in the game play.
I expect Helm’s Deep to be a bear to win and this map was labeled HARD, however I won on my first go without too much trouble. Balance – 2, Playability – 3
Unfortunately the story is quite short and really doesn’t say much about the map other than that it is patterned after Helm’s Deep from LotR. Story – 2.5.
In Summary: a good first effort by a new designer. But some serious flaws and balance issues mar what could be a much better map.
I have tried to write this review based on the SHH review guidelines.
Posted on 01/11/05 @ 12:00 AM
Not much to add here as it would seem Bismuth has covered it all.
I just think storyline is worth a 1 as it is just a line, i give the point only becasue something was typed.