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Author Topic: Abbeville hotfix  (Read 21645 times)
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Unkn0wn Offline
No longer retired
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Posts: 18377


« on: March 26, 2008, 02:07:32 pm »

I'll look into doing an abbeville 'hotfix' soon, basically just some finetuning to sector layout and a graphical fix here and there. Post ALL the issues (preferably minor) you have with the map in its current shape and I will attend to them in this hotfix.

Already have:
- Enlarging the church sector so that the backward sectors are no longer connected with the forest area, this should stop backcapping on that flank, basically forcing you to clear out the church area first.

- Will look into splitting the forest area in 2 parts, to compensate, one of the 'useless' field sectors on the left of the forest will likely be removed/merged.

- Will fix some minor sector bugs left and right. (Sectors being a little messy, etc)

- Graphical fixes to missing telephone poles/farmfences/etc.

- Fix to the northern house, units should no longer get stuck behind it.

- Fix the cowfarm


Post more here.
All ideas will be looked into, even the more 'demanding' suggestions.
(Adding a house left & right, adding certain details and whatnot)
« Last Edit: March 26, 2008, 06:42:57 pm by Unkn0wn » Logged
salan
Guest
« Reply #1 on: March 26, 2008, 02:11:54 pm »

balance it so the bleed isn't as bad as it can be Smiley
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Unkn0wn Offline
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« Reply #2 on: March 26, 2008, 02:12:49 pm »

Post some real input Smiley.
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #3 on: March 26, 2008, 02:24:25 pm »

mh, the only thing coming to my mind is the church sector reaching over a hedge at one place in the north, but i guess you allready have changed that in your work version.

you may think about adding a BIT of prebuild defense to the church area to make chateau and church more of the same risk / challange to take out, but i dont like the idea myself because i dont like mirrored maps.

but most of the time attacking on abbeville, we ignore the chateau for at least 20mins ingame because the other areas are easier to take / benefit you more sector-wise.


but anyways you did a pretty great job with abbeville, and i cant think of any real issue besides the sector at the church reaching over the hedge
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Klagt nicht, kämpft!
Unkn0wn Offline
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Posts: 18377


« Reply #4 on: March 26, 2008, 02:26:25 pm »

Might throw down some improvisionary defenses (basically sandbags) around the church or in the forest Smiley.
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scrapking Offline
EIR Veteran
Posts: 924


« Reply #5 on: March 26, 2008, 02:33:36 pm »

You mentioned all of the gameplay concerns I have with the map already.

Adding a little spice to it wouldn't hurt, might make it feel more new, less overplayed,  but nothing else is necessary.  Really, changing it at all isn't necessary either, but it would play better with MCP I think.
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Unkn0wn Offline
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Posts: 18377


« Reply #6 on: March 26, 2008, 02:34:14 pm »

I might make a redux version for that extra spice Smiley.
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #7 on: March 26, 2008, 02:50:39 pm »

Well it seems like there is always that diagonal line that the battle draws into.  you may consider expanding the town slightly more south into the field. bringing it a bit closer to the allied side of the map.  The forest area could use some sprucing up, maybe split the sectors a bit.
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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 #8 on: March 26, 2008, 02:55:17 pm »

The forest needs to be more important. I have yet to see a game where it has made a difference. But, you're adressing this!
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Unkn0wn Offline
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Posts: 18377


« Reply #9 on: March 26, 2008, 03:03:33 pm »

Well it seems like there is always that diagonal line that the battle draws into.
Along the railroad? If so, that's intended Tongue.

I agree with sprucing up the forest a bit though.
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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #10 on: March 26, 2008, 03:13:19 pm »

Some of the houses in the forest sector are blocked by large stacks of lumber, thus minimizing the effect of a possible garrison. Possibly move them so firing arcs can be better established?
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Let's talk about PIATs in a car.
Bonte Offline
EIR Veteran
Posts: 1234


« Reply #11 on: March 26, 2008, 03:23:28 pm »

only problem i have witht he map is the ability to cap around the church side
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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.
Lolto Offline
EIR Veteran
Posts: 950


« Reply #12 on: March 26, 2008, 06:02:07 pm »

Needs more bloom.

Make the forest more visible, as in remove some of those trees. Tongue

Oh and the chateau wall, fix that.  Smiley
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Life or Lack There Of
Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #13 on: March 26, 2008, 06:07:11 pm »

Add rivers and Bridges
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Thtb-Ally Offline
The German Guy on the Ally side?
EIR Veteran
Posts: 1812


« Reply #14 on: March 26, 2008, 06:10:56 pm »

Add rivers and Bridges
OMG please!

Also it lacks hill-ish stuff.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #15 on: March 26, 2008, 06:11:45 pm »

I demand unicorns. And cowbell.
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #16 on: March 26, 2008, 06:15:49 pm »

Quote
I demand unicorns. And cowbell.
Will look into the cowbells, probably around the cowfarm.

Quote
Also it lacks hill-ish stuff.
The hills have eyes.

Quote
Needs more bloom.
Noted

Quote
Make the forest more visible, as in remove some of those trees.
I'll just turn it into an open field? Tongue

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Lolto Offline
EIR Veteran
Posts: 950


« Reply #17 on: March 26, 2008, 06:17:03 pm »

Quote
I demand unicorns. And cowbell.
Will look into the cowbells, probably around the cowfarm.

Quote
Also it lacks hill-ish stuff.
The hills have eyes.

Quote
Needs more bloom.
Noted

Quote
Make the forest more visible, as in remove some of those trees.
I'll just turn it into an open field? Tongue



No make it a forest, just don't make it a lame forest.
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #18 on: March 26, 2008, 06:17:50 pm »

Like the ones on bastion?

Nah sorry!
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #19 on: March 26, 2008, 06:21:55 pm »

Like the ones on bastion?

Nah sorry!

Nevermind, add some dead cows, map saved!
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