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Author Topic: [FINAL] 6p_Dawn  (Read 29157 times)
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salan
Guest
« Reply #40 on: March 12, 2008, 11:11:07 pm »

I have released Dawn 1.3. Sectors have been redone, and a few details added here and there.

Did you move that spawn on the south side atleast? that was the main thing i noticed
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #41 on: March 12, 2008, 11:18:00 pm »

It must be moved before i play it again for sure.
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Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #42 on: March 12, 2008, 11:22:32 pm »

Erm, what spawn?

Both spawn points by the bog have been removed and moved WAY back.


I fixed it so that all of the axis spawn in that little hole in the hedgerow, where players 5 and 6 would previously.

The Allies also spawn much, much closer together than they did before.
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fldash Offline
Founder
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Posts: 9755


« Reply #43 on: March 13, 2008, 05:44:53 am »

Can you post a visual of the sector layout?
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #44 on: March 13, 2008, 07:33:15 am »

You still need a lot more splats & splines and types of cover all over the map imho.
Did you tune down the bloom a little?
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #45 on: March 13, 2008, 05:02:58 pm »

Sector layout is on front. And yes, I toned down the bloom. And I added a few splats here and there, but still not that many.
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #46 on: March 19, 2008, 06:43:13 pm »

Thoughts on the new layout? Before I change anything?
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roflmao Offline
Professional Buttkicker.
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Posts: 1317


« Reply #47 on: March 20, 2008, 01:07:58 pm »

I LIKE SHINY.
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Razor Offline
EIR Veteran
Posts: 172


« Reply #48 on: March 20, 2008, 01:09:53 pm »

To bloom, or not to bloom.
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Profile's: Duvka, Razor, KleinInDerHosen, Akvud.
Thtb-Ally Offline
The German Guy on the Ally side?
EIR Veteran
Posts: 1812


« Reply #49 on: March 20, 2008, 01:37:37 pm »

BLOOM!

Maplayout is kinda stupid with some unneccesary blocks and strange mcp :I
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #50 on: March 25, 2008, 02:44:25 am »

BLOOM!

Maplayout is kinda stupid with some unneccesary blocks and strange mcp :I

Umm... Thanks for the help? I love the vagueness. Very useful comment over here.
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #51 on: March 26, 2008, 12:28:53 am »

New version up. The fields have been cut up into smaller, better chunks. BETA 1.4.
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #52 on: March 26, 2008, 02:38:11 am »

BETA 1.5

It seems that I had lower Final Pass Exposure turned on by mistake. This was what was causing the painful effect of the bloom. I fixed it back to where I originally intended it to be, in non-painful form.

Also, the Hedges that locked down the map in the center have been removed, making it WAY more open.

http://files.filefront.com/6p+Dawnsga/;9892743;/fileinfo.html
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BoDyBaG2224TLS Offline
EIR Veteran
Posts: 798


« Reply #53 on: March 26, 2008, 04:10:41 pm »

Forgive me if you already adressed this but there is a truck on the road up and to the left of the middle hedgerow area, it is outside of a house, and it offers no cover what so ever. Made me cry one game.
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DerangedGerman Offline
EIR Veteran
Posts: 448


« Reply #54 on: March 26, 2008, 05:09:21 pm »

Oh yea. I forgot about that. Thanks for reminding me.
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Proud mapper for both OMG and EIR.
DerangedGerman Offline
EIR Veteran
Posts: 448


« Reply #55 on: April 01, 2008, 03:32:08 pm »

Dawn 1.6 is almost done. This is what I changed so far:

-I now have a loading screen.
-I replaced the green car with a cover-giving one
-The forest has split into 2 sectors
-The Windmill has been replaced by a convent/monastary-style complex of buildings
-Hedges have been added on the allied side, to give protection from any artillery and to let you flank through them easier.
-Little details added here and there.
-Several layers of tiling have been edited, and I added a few.
-A few houses have been added.
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #56 on: April 01, 2008, 07:30:25 pm »

Dawn 1.6 is out! Get the newest version up front, along with the changelog.
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Skewldya Offline
EIR Veteran
Posts: 80


« Reply #57 on: April 02, 2008, 09:11:28 pm »

Horrible to attack on from the North, the enemy can set up a MG in the barn right outside the spawn and isntantly pin you.  That building needs to be taken out, take away a good portion of the hedges around the spawns as well.  Get rid of the bunker in the swamp? 

As attackers myself Brad and Stuart could only take 6 sectors the entire game due to the amount of hedges and buildings you have on the map.  Mortars would have worked, if it werent for the fact that they were AT OUR SPAWN WITH PAKS AND MGS so we couldnt counter it.

As it is, the map wont get played that much.
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BradAnderson Offline
EIR Veteran
Posts: 1233



« Reply #58 on: April 02, 2008, 09:16:12 pm »

as draygon says bitch to attack on as the defenders can set up at this church. also with the sectors being small u constantly have to go back and cap them i propose making some sectors larger and reducing some of the hedges at the north spawn dont have many complaints about the south basically because i didnt fight down there at all maybe reducing some of the buildings might be in order.
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BradAnderson Offline
EIR Veteran
Posts: 1233



« Reply #59 on: April 02, 2008, 09:22:11 pm »

heres the problem with the hmgs

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