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Author Topic: (BETA)6p The Divide  (Read 8521 times)
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Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« on: August 19, 2007, 09:12:54 pm »

http://files.filefront.com/6p+thedividesga/;8361080;;/fileinfo.html

Before you complain about a lack of cover, play the map Smiley

The screenshots are a little unfair, because of warping textures, and the lack of some epic terrain to capture, but I think this may play out properly, which would be a change for my maps  Undecided

Most of the slight height changes such as small ridges, ditches, and any sort of bump provides infantry cover. You will find plenty of cover across the entire map.

This map is played along the width, which is quite wide indeed, check the second image to get an idea Smiley.











« Last Edit: August 20, 2007, 11:46:04 am by Skunker » Logged

Bonte Offline
EIR Veteran
Posts: 1234


« Reply #1 on: August 19, 2007, 09:14:10 pm »

only one complaint..i dont like the fact that it seems by ur screenshots that i can see right off the edge of the map..the out of bounds needs some stuff
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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.
Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #2 on: August 19, 2007, 09:15:00 pm »

I never finish my OOB in beta Wink.

There are no horizon meshes that comply with this map also.
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Ucross Offline
Honoured Member
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Posts: 5732


« Reply #3 on: August 19, 2007, 09:24:38 pm »

I like the lack of cover Smiley
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Days of War Offline
Official Axis Propoganda Minister
EIR Veteran
Posts: 1164


« Reply #4 on: August 19, 2007, 10:46:25 pm »

I like the lack of cover Smiley

Armor ftw!
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Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #5 on: August 19, 2007, 11:06:10 pm »

Lol days, I find it ironic that in the video there is a famous clip of the panther which was knocked out by a Pershing of the 3rd armored division in cologne. So much for armor in that case  Tongue

Of course, I fail to mention that that same panther knocked out two Shermans Smiley.
« Last Edit: August 19, 2007, 11:08:09 pm by Skunker » Logged
acker Offline
EIR Veteran
Posts: 2053


« Reply #6 on: August 19, 2007, 11:25:58 pm »

That Panther failed its quota by two Shermans. What a disgrace.

*slaps gunner*
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Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #7 on: August 19, 2007, 11:31:07 pm »

Well, you don't know how many kills they had total before they were killed.
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #8 on: August 20, 2007, 04:26:31 am »

Seems very interesting although I must say the lack of OOB (the fact that the map stops at the end of the playable area) disturbs me somewat Tongue.

Will test this out asap!
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Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #9 on: August 20, 2007, 08:59:45 am »

There's an OOB area, it's simply not highlighted nor is it filled with items yet.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #10 on: August 20, 2007, 09:52:45 am »

There's an OOB area, it's simply not highlighted nor is it filled with items yet.

Judging from the screenshot with the HQ, it looks like the OOB area is no more than 32-64m.  You usually want at least 128m on each side and for a flat map like that, more would b even better.  It would be a little bit of a hassle, but I recommend making a stamp of the entire map (use bound box and check all boxes) and pasting it onto a larger base map.  You can even have it be a square OOB map with a rectangle playable area in order to fit the horizon mesh.  But I concur with Unk0wn that the OOB area is key.

That said, I love all the smoke from the wrecked convoy.  Good use of action markers!

If I were you I'd add some stone walls, wood fences, and/or groves along the road to give just a little more cover and movement blocking.
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Lai Offline
Propaganda Minister
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Posts: 3060


« Reply #11 on: August 20, 2007, 09:53:36 am »

You need to mark out the retreat off map areas clearly.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #12 on: August 20, 2007, 09:57:20 am »

You need to mark out the retreat off map areas clearly.

Oh, very good point.  I would suggest using field roads or bunches of tread marks to clearly show where stuff enters.  You can also make it more obvious by putting hedge rows/fences/groves right along the edge of the OOB area and leave a gap at each spawn point.
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #13 on: August 20, 2007, 09:58:05 am »

- Use traditional/frontline sector system.
I seriously think it would improve the gameplay a lot  (Think that World in Conflict map with the road in the middle)
- Add more random clutter, trees, roads & some cover.
- Love the current detail, looking forward to the rest
- Fix spawn areas

Map has huge potential!
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Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #14 on: August 20, 2007, 11:09:36 am »

@Kolath: Thanks for the tip but it's too late for this map
@Lai: roads are coming to mark the entry points
@Unknown: I'm not sure about traditional sectors, I'll think about it though.
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DasGuntLord01 Offline
Shoutcaster
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Posts: 430



« Reply #15 on: August 21, 2007, 07:49:15 am »

Played this map today at uni with my mates, and the non-normal sectors were really the only negative thing we had to say about it, and even then we didn't mind because it was exiting and different.

But I think we need the traditional sectors back on this map.  Forcing players to concentrate their attention in this way is not a good thing.  Good players should be able to recognize if a given position is strong / desirable or not and act accordingly.

Like I said this was the only problem we had with it.  Otherwise the map is fantastic.  Playing across the map rather that along it, and the large open spaces, make for different gameplay.

Now that you mention it, there was something else I didn't like.  V2s? Next to some road in France? Come on....  Wink
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Now accepting awesome replays for shoutcasting!
Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #16 on: August 21, 2007, 11:38:23 am »

Har har Smiley 

Fine i'll switch the damned sectors, but it'll take a bit.
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #17 on: August 21, 2007, 11:42:49 am »

Takes absolutely no time to split the map in rectangular sectors tbh Tongue.
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Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #18 on: August 21, 2007, 02:41:06 pm »

It does whenever you have to think about it, and also don't want to do it Wink
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