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Soldier of Fortune 2 Downloads > Maps > Multiple Gametypes:
Helmsdeep (3.0)
Filename: helmsdeepv3.zip


Size:
Version:
Developer:
Downloads:
Date Added:
Type / Category:
9.7 MB
3.0
kit89
794
06-04-2005
Maps > Multiple Gametypes


Average User Rating: 9
Number of Votes: 5
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5 Other Files by kit89:
- mp_t1 (1.0)
- Tiger Tank Prefab (Model)
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Helmsdeep (3.0) - File Description  


Description:
This is a really nice map, based on the "Helms Deep" from "The Lord of the Rings". It supports enough players, so that won't be a minus-point stick out tongue

Quote:
This release has nothing new in it, but fixes an error that would cause the map to be unplayable online. There were too many fire effects using up a lot of bandwidth, resulting in a high ping that was unplayable. This release fixes this problem.

Now this map is fully customized to play it online! Have fun with it smile



Helmsdeep (3.0) - Screenshots  
Screenshots:
Click to enlarge Click to enlarge Click to enlarge Click to enlarge


Helmsdeep (3.0) - Readme  
Readme File:
===================================================
Title: The Battle Of HelmsDeep VERSION 3
Date: 10/5/05
Filename: helmsdeepv3.bsp
Author: kit89
Email: kit_sof2@yahoo.co.uk

Version 3 has no major changes except one, when playing online with version 2 everyone got lagg, this was due to the bandwidth been taken up by fire effects. So this version has got less effects than the first and second helmsdeep and should not effect your ping.
===================================================
* Play Information *

Game: Soldier of Fortune 2
Type: Multiplayer
Gametype: ctf, dem, inf, elim
Requires: 1.03 patch
Players: 100 vs 100


* Construction *

Base: HelmsDeep
Editor: GtkRadiant
Buildtime: lots of hours
Known Bugs: None known.

Features: new music and new models, 1st map to ever be designed for 200 players (of my knowledge)

Compile Machine: AMD 1200xp, 512mb,
operating system: SuSe Linux 9.2
Compile Time: 40 minutes

Mappers technical info:
Brushes: 7965 (near max limit)
Entities: 469
===================================================
* Installation *

Place the helmsdeep.pk3-file in your BASE-directory and you are ready to go...

===================================================
I have included the helmsdeepv3.map file for anyone wishing to manipulate it for there purposes.
If used please give credit to the mapper. aka kit89
====================================================
*credit*
Thanks to Snake, Smeagol, Goldquick, Darkmagic for support.
Thanks to those who created the models, of the Crow and angel.
Thanks to Tolkein for his imagination.
Thansk to everyone who plays the map.
=====================================================
This game level is free for distribution.


Helmsdeep (3.0) - File Download Options  
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Helmsdeep (3.0) - User Comments  
The following comments are owned by the user that posted them. Soldier of Fortune Files is not responsible for their content.

Total comments: 4 | Last comment: 06-05-2005 at 04:49

 #1 - Posted by: LeTHaL_BaNaNa (Member) on 06-04-2005 at 18:00
Quote:
There were too many fire effects using up a lot of bandwidth, resulting in a high ping that was unplayable. This release fixes this problem.

No. Using fire effects, or entities will hardly use more bandwidth. The problem with your map is that there is barely any vis-blocking, so the whole map gets 'drawn' on nearly each spot on the map. This wouldn't be a problem in low-brush maps, but since you have a huge underground cavety, fps takes a big hit. You can check yourself with the sof2mpdev.exe from the sdk 1.02 and loading your map with /devmap and then typing /developer 1 and r_showtris 1.

Proper hinting and caulking WILL fix this though. smile


 #2 - Posted by: WEE_MENPHIS (Member) on 06-04-2005 at 18:04
Probably yes but the fire effects where clumped toghter, and in most areas of the map you could see them, so it was easier to remove the problem alltoghter than add hints.

 #3 - Posted by: LeTHaL_BaNaNa (Member) on 06-04-2005 at 18:56

Yes, it does help a little i guess, but the real problem persists. You can see every other player from anywhere from the map, which causes fps drops at least as big as those caused by the fires.


 #4 - Posted by: WEE_MENPHIS (Member) on 06-05-2005 at 04:49
Odly enough the frame rate is playable even with a respectable amount of players.

The fires never actually dropped fps. Probably because they where so small. What they did affect, was the players ping. increasing to an unplayabe state. This release fixes this.

It would be very hard to hint them considering there position in the map. Take the caves for instance. It'd be far easier to remove the fire's causing the high ping than add hints.

The map is caulked completely to help increse fps rate.




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