*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
May 08, 2024, 06:42:57 am

Login with username, password and session length

Resources

Recent posts

[May 03, 2024, 11:54:46 pm]

[April 22, 2024, 03:40:53 am]

[April 21, 2024, 12:02:54 pm]

[April 06, 2024, 02:26:25 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:13:13 am]

[March 08, 2024, 12:12:54 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]

[December 25, 2022, 11:36:26 am]
Pages: [1] 2 3   Go Down
  Print  
Author Topic: FINAL 2.0 Industrial Town (6)  (Read 16066 times)
0 Members and 1 Guest are viewing this topic.
Ununoctium Offline
EIR Veteran
Posts: 1256


« on: March 18, 2009, 02:06:01 pm »

UPDATED: FINAL 2.0 (Friday, June 12 2009)
It's my first Map so don't take it too harshly.

 "A Town built for its employees (and wealthy owner) of a factory at the end of a railway line was being used as a Nazi stronghold. After intesive bombing axis reinforcements are coming to the town and factory. Allied forces are rushing in from the hills to grab the rails, defeat the axis forces and capture the town and rails. As day Breaks, the forces meet.                              By Ununoctium"

DOWNLOAD(FINAL 2.0):
http://files.filefront.com/6p+Industrial+Town+2600sga/;13891542;/fileinfo.html

Overview (only a little old, mostly accurate):
<table style="width:auto;"><tr><td></td></tr><tr><td style="font-family:arial,sans-serif; font-size:11px; text-align:right">From [BETA] Industrial Town</td></tr></table>


2 thing to do that I can't do myself (I am stupid):
* I can't make a second weather setting....
* I'm looking for invincible bridges SCAR code
DONE

Version 2.0 Changelog:
-Added more splats/splines.
-Buried invincible tanks in a hole and filled it with water.
</td></tr><tr><td style="font-family:arial,sans-serif; font-size:11px; text-align:right">From [BETA] Industrial Town
-Changed sector layout to be more EiR friendly
-Added some shot-blocking objects
-Added weather
-Damaged building to make left side of city more even.


Notes:
The majority of the sectors are in the town but the fields provide enough to do a good flanking maneuver without losing too much pop. ( I may increase the number of sectors to make the field more necessary in-game.
*River is fordable
*Not much room to build in HQ sectors, Map is focused for OMG

SCREENSHOTS:






« Last Edit: August 11, 2009, 04:07:03 pm by Ununoctium » Logged


Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything.  Its really really frustrating.
Your tiger is a whore
EliteGrens Offline
EIR Veteran
Posts: 240


« Reply #1 on: March 18, 2009, 02:12:04 pm »

Looking great.
Logged
Duckordie Offline
Community Mapper
*
Posts: 1687



« Reply #2 on: March 18, 2009, 02:24:16 pm »

you sould try working more with splats and making holes in the walls.

Logged

^<-- Duck ™ and ©


 We need more axis players!:
Warbirds Offline
EIR Veteran
Posts: 673


« Reply #3 on: March 19, 2009, 04:35:21 am »

To have more than one weather setting, you need to create a MAP_NAME.options file with the weather name codes and the weather presets you want to use.

For example, the weather options file for Dutch Riverside are:

Code:
atmospheres =
{
{ 62013, "cxp2_arnhem_midday_01.aps" },
{ 62005, "mp_2p_hells_highway_dusk_00.aps" },
{ 62018, "cxp2_hells_highway_stormy_nolightening_00.aps" },
{ 62009, "best_local.aps" },
}
Logged
Duckordie Offline
Community Mapper
*
Posts: 1687



« Reply #4 on: March 19, 2009, 06:06:07 am »

Note its not just open not pad and add: MAP_NAME.options in name and then the code.
Logged
Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #5 on: March 19, 2009, 06:25:40 am »

Between the last 2 posts DuckorDie managed to confuse me with what Warbirds said about the code.

Oh and splat have always been a weakness for me.... if somebody could post a very specific screen shot of well placed  splats with little circles around where they are it would help me distinguish good blending of splats from blending of splat-splines.

Major bug with worldbuilder- i had a hetzer and stuh wreck but they fucked up when i tried to set health to 0 on something or the other and now they are untouchable....
Logged
Warbirds Offline
EIR Veteran
Posts: 673


« Reply #6 on: March 19, 2009, 05:09:58 pm »

The only wrecks that work properly, are the Cromwell, P4, Sherman, and StuG wrecks.  The rest fuck up.

To fix you problem, stamp your whole map with every check box ticked, and use bound box selection.  The place your stamp in a new map to continue working.  When something like that happens, Ununoctium, it's best to just do what I listed above.

And I don't know what Duck is talking about, to be honest.  I just opened notepad, put in the code (must be NUMBER CODE (which is what the text option in the drop box in-game show up as), then the atmosphere preset file), named it, and it worked.
Logged
Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #7 on: March 20, 2009, 06:31:59 am »

Maybe if you're on vent you explain what that means.

About the ghost tanks - is there a chance i could bury them in a hole in the ground and put a shack over it? or bury them in a small pond?
Logged
Warbirds Offline
EIR Veteran
Posts: 673


« Reply #8 on: March 20, 2009, 01:02:08 pm »

If it works, go for it.
Logged
Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #9 on: March 21, 2009, 05:44:45 am »

I tried and this is what i got:


<table style="width:auto;"><tr><td></td></tr><tr><td style="font-family:arial,sans-serif; font-size:11px; text-align:right">From [BETA] Industrial Town</td></tr></table>
« Last Edit: March 22, 2009, 10:51:25 am by Ununoctium » Logged
Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #10 on: March 22, 2009, 10:52:29 am »

Ok.. version 2.0 coming soon. It's all Purty with bonus splats splines and blended roads that don't look ultra-weird.
Logged
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #11 on: March 22, 2009, 11:36:44 am »

it is in the module now, please name it 6p_industrial_town.. whatever the caps are in the module
« Last Edit: March 22, 2009, 03:59:06 pm by salan » Logged

RikiRude Offline
Donator
*
Posts: 4376



« Reply #12 on: March 22, 2009, 02:43:13 pm »

you should put something on the first post that says that you have to capture territory in a certain order because right now it doesn't work how normal EIRR maps are. I think the left side of the map with those busted tanks is a little too cluttered, maybe move a wreck or two to the field out there. Other then that a pretty cool map, can't wait for a fixed version and to play it some more.
Logged



Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
... or a fat ass cock sucking churchill being stupid
TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #13 on: March 22, 2009, 04:50:25 pm »

*the territory layout makes the corner territories pointless. you have to hold the center to hold the connector so noone fights in the corners

*brits can't fire rifle nades/piats from the buildings near the chateau, at the chateau. the hedge blocks em.
Logged
Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #14 on: March 22, 2009, 06:51:48 pm »

@Salan:
will do

@RikiRude:
No clue why that happened Grin

@Shoe:
I'm planning on cutting that sector in half or reshaping the ones around it
I'm going to look into that over the hedge bug (I will tell other people to try it) But it's not such a bad thing eh Cheesy

@ Everyone:
Version 2.0 is out. all bugs (except the piat thing, no clue how that is working) fixed
All that's left is coding (weather, invincobridges)
« Last Edit: March 22, 2009, 07:36:44 pm by Ununoctium » Logged
TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #15 on: March 22, 2009, 07:44:57 pm »

please polish the map as much as possible before post so people dont have to d/l the map 3 times Wink
Logged
Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #16 on: March 24, 2009, 01:58:55 pm »

please polish the map as much as possible before post so people dont have to d/l the map 3 times Wink
It is essentially done.
The odds are that the other things will never be done (weather, invincobridges) unless they become a need or issue.
So this is really the final edition unless there is any glaring issues that need to be solved and can be solved. After testing I guess people will just have to live with the fact that the middle chateau is invincible to piats/riflenades because there is no way to fix it. Game bug.
Logged
EliteGrens Offline
EIR Veteran
Posts: 240


« Reply #17 on: March 24, 2009, 05:49:45 pm »

Could use some bloom tbh.
Logged
jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #18 on: March 24, 2009, 08:34:09 pm »

Played the map the other day and I think it's great.

My only complaint is that the disabled Stuh/Hetzer pile looks kinda scrappy.
Logged

Let's talk about PIATs in a car.
Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #19 on: March 31, 2009, 03:22:02 pm »

MUahaha all fixed and download is UP!!!
Logged
Pages: [1] 2 3   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.096 seconds with 35 queries.