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Author Topic: French Countryside 8p Beta 2  (Read 12088 times)
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Lai Offline
Propaganda Minister
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Posts: 3060


« Reply #20 on: August 08, 2007, 02:53:32 am »

How is the traversability from one side of the river to the other? It won't work out well with four players trying to cross one bridge.
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salan
Guest
« Reply #21 on: August 08, 2007, 02:58:08 am »

there are multiple fordes for infantry and 1 or 2 areas that heavy tanks can crush to get through, has enough to get around if its highly contested.

btw ampm leave two crushable areas for heavies on the far edges of the water for sure , it'll offer another option for gameplay Wink
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fldash Offline
Founder
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Posts: 9755


« Reply #22 on: August 08, 2007, 06:30:54 am »

One problem I had was that my Airborne dropped in a lake and couldn't get out... they died... Wink
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #23 on: August 08, 2007, 06:40:10 am »

How did the null sector layout work?  I will *hopefully* get a chance to try this out tonight after work.  BTW, AMPM, are you in school or something so that you have the summer off?  You work amazingly fast!
« Last Edit: August 08, 2007, 06:48:14 am by Kolath » Logged

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Apex Offline
Honoured Member
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Posts: 2971


« Reply #24 on: August 08, 2007, 06:43:55 am »

I would switch the walls of the church and the statue. Dont make the river too easy to cross, it is the only real natural boundary on this map.
Chateau looks beautiful!
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AmPmAllied Offline
509th Airborne
EIR Veteran
Posts: 285


« Reply #25 on: August 08, 2007, 02:07:48 pm »

There are a total of 3 vehicle crossing points, 2 are fords south of the bridge near some buildings, they happen to also be objective areas. The third is of course the bridge, which I hope is now completely crossable.

Please continue playing around with it.

FLDASH: Did the airborne die due to getting stuck, or getting shot?
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509th Airborne
fldash Offline
Founder
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Posts: 9755


« Reply #26 on: August 08, 2007, 02:12:44 pm »

They couldn't get out of the lake and got shot to pieces... Smiley
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #27 on: August 08, 2007, 02:13:43 pm »

Gonna try this out.
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fldash Offline
Founder
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Posts: 9755


« Reply #28 on: August 08, 2007, 02:14:36 pm »

Leaving work... Smiley
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AmPmAllied Offline
509th Airborne
EIR Veteran
Posts: 285


« Reply #29 on: August 08, 2007, 02:57:33 pm »

Think I got the lake fixed, so no longer should people be confined to it as punishment, also...

Church area mk2

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AmPmAllied Offline
509th Airborne
EIR Veteran
Posts: 285


« Reply #30 on: August 08, 2007, 04:35:46 pm »

If anyone is interested, these are the kinds of exciting details I get to work on to get it from playtest, to final....



And much more exciting things from a gameplay perspective....

Cover in fields, huzzah
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AmPmAllied Offline
509th Airborne
EIR Veteran
Posts: 285


« Reply #31 on: August 08, 2007, 05:03:29 pm »

Pathfinding issue on the bridge resolved, apparently if an object is under terrain, it can still count it as impassable even if the terrain above is fine. Moved retarded objects so they stay out of the way, but still look good.

MAKE THE SPLINING STOP!!

« Last Edit: August 08, 2007, 06:12:27 pm by AmPmAllied » Logged
Bonte Offline
EIR Veteran
Posts: 1234


« Reply #32 on: August 08, 2007, 08:14:03 pm »

what is the size of this map, playable and non playable
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I'm too candid to hide something like that. Smiley
Candid - frank; outspoken; open and sincere: a candid critic

You must really think im an idoit.
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #33 on: August 08, 2007, 09:09:07 pm »

playable 640x640, unplayable, I forget, its under the OOB mesh anyway.
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