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Author Topic: [Beta] 4p_Vengeance  (Read 24454 times)
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Mechman Offline
EIR Regular
Posts: 24


« on: July 22, 2008, 10:15:49 pm »

http://files.filefront.com/4p+Vengeancesga/;11179693;/fileinfo.html
« Last Edit: July 31, 2008, 08:48:56 am by Mechman » Logged
Mechman Offline
EIR Regular
Posts: 24


« Reply #1 on: July 22, 2008, 10:16:56 pm »

i figured that if you rename the file to any map on the module list (one that you dont play) you can avoid changing the module file each time you play and it will be on the list of maps to play everytime you play.
« Last Edit: July 31, 2008, 08:51:11 am by Mechman » Logged
Mechman Offline
EIR Regular
Posts: 24


« Reply #2 on: July 31, 2008, 08:54:47 am »

can the guys who have played it give me feed back on it? likes & dislikes
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mexicanbutcherTLS Offline
EIR Regular
Posts: 5


« Reply #3 on: August 02, 2008, 02:42:59 pm »

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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #4 on: August 02, 2008, 02:45:17 pm »

that overhead looks nice Smiley, how about some close ups? Smiley
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #5 on: August 02, 2008, 02:57:33 pm »

Needs screenshots Smiley.
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #6 on: August 02, 2008, 03:13:56 pm »

I hope those rivers are fordable.
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KolathTLS Offline
EIR Regular
Posts: 3


« Reply #7 on: August 02, 2008, 04:23:51 pm »

Yeah rivers are all fordable for whole length.  It looks really good in worldbuilder.
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GrimsboTLS Offline
EIR Regular
Posts: 2


« Reply #8 on: August 02, 2008, 04:46:30 pm »

Looks good.
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mexicanbutcherTLS Offline
EIR Regular
Posts: 5


« Reply #9 on: August 03, 2008, 11:52:14 am »




its the same map as in the other thread, with minor changes.
butcher=Mechanical

heres the new link to the map with the chnges Kolath asked.
http://files.filefront.com/4p+vengeancesga/;11344105;/fileinfo.html
« Last Edit: August 03, 2008, 12:45:16 pm by mexicanbutcherTLS » Logged
salan
Guest
« Reply #10 on: August 07, 2008, 03:55:57 pm »

mech we're using this in our campaign but we had to change 2 sectors after testing, i asked kolath to do it just to get it done for now. 

will make sure to get you a copy of the sector lay out for your next release.
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Tymathee Offline
Donator
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Posts: 9741



« Reply #11 on: August 07, 2008, 04:46:47 pm »

cool great looking map.
Logged

"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #12 on: August 07, 2008, 09:17:49 pm »

Hey Mechman, here is the file I edited (Your sgb's are inside this one .sga):

http://files.filefront.com/6p+Ardenne+Valleysga/;11406445;/fileinfo.html

All I did was tweak the sector by the bridge so that you can't back cap as easily.  See the screenshot below.  I extended dark blue across to teal to prevent pink from bypassing dark blue and back-capping to light blue.  I also added green sector around the houses to make sector count equal.

These came per Salan's playtest.

The map is currently on the rotation for TLS, so people will play it lots!  Wee!  Congratulations and excellent work on this really sweet map!


[attachment deleted by admin]
« Last Edit: August 07, 2008, 09:20:06 pm by Kolath » Logged

Kolath's Quote Commandments:
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2. Thou shalt not quote more than 2 nested levels
3. Thou shalt not quote large blocks of text when one sentence would do
4. Thou shalt not quote images!
Evilnrg Offline
EIR Veteran
Posts: 256


« Reply #13 on: August 08, 2008, 12:58:40 am »

Would be nice some more part of the river could give some faster acces like Road made of sand trough the river ? ( i admit was funny shooting with mg against riffle/ab crossing the river  ( Red cover + slow move Tongue ) Prevent camping game , i remember 1 side has more teritory ? 3 against 5
b4 the the river
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mexicanbutcherTLS Offline
EIR Regular
Posts: 5


« Reply #14 on: August 08, 2008, 08:30:25 am »

will replace my sgb, thanks
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Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #15 on: August 08, 2008, 09:01:48 am »

Mechman, additional feedback from players here: http://www.laststandmod.com/index.php?showtopic=792
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Tymathee Offline
Donator
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Posts: 9741



« Reply #16 on: August 08, 2008, 10:18:18 am »

i like it especially since msot of the fighting takes place in the middle of the map in the middle of the rivers and there's not much by the rivers that can make it too hard to cross...
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BoDyBaG2224TLS Offline
EIR Veteran
Posts: 798


« Reply #17 on: August 12, 2008, 11:37:08 am »

Would be nice some more part of the river could give some faster acces like Road made of sand trough the river ? ( i admit was funny shooting with mg against riffle/ab crossing the river  ( Red cover + slow move Tongue ) Prevent camping game , i remember 1 side has more teritory ? 3 against 5
b4 the the river

Red cover also makes them take a silly amount of extra damage.
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Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #18 on: August 17, 2008, 03:12:06 pm »

Woah, if you give me the SGB i'll do an nis loading screen for you (card in two days, yeaaah). This map looks sick.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #19 on: August 23, 2008, 04:03:46 pm »

Judging from the few screen-shots posted, It looks very well done.  I am curious as to how games have played out on the map.
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