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Author Topic: [BETA] 4p_St_Winn  (Read 20737 times)
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #40 on: June 21, 2008, 04:36:36 am »

Lol @ Unknown, I'll be releasing a newer version in the next few days.
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Life or Lack There Of
Alliespwnzer Offline
EIR Regular
Posts: 17


« Reply #41 on: June 21, 2008, 10:51:53 am »

Something that's missing from many maps is high walls that units cant shoot through. It adds 'safe zones' that would normally be covered by houses.

Maybe some blind spots on houses or hedges blocking line of sight would help.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #42 on: June 21, 2008, 11:25:27 am »

Something that's missing from many maps is high walls that units cant shoot through. It adds 'safe zones' that would normally be covered by houses.

Maybe some blind spots on houses or hedges blocking line of sight would help.

Unfortunately the layout of the map and style of the map will not allow for high walls, or hedges unless I want the map to look silly.  In terms of blind spots that is a possibility but I would have to correlate blind spots with other buildings which would mean re-doing the whole town.

My best bet was to remove a few of the buildings and damage more of the central ones too make it easier on whoever is assaulting, you will have to attack the town with artillery and support in mind.  It is not meant to be easy but in this next version it should be somewhat easier for both sides to assault now as I have opened up more paths through forested areas, slightly damage buildings and added a few more spots of cover.

I will be posting it up soon along with a change-log, a few of the biggest additions is completely finished elevation and atmosphere changes in this next version, I did a few tweaks for the town to flow better as well.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #43 on: June 21, 2008, 11:24:40 pm »

New Version: Beta 2 Released!

Link:
http://files.filefront.com/4p+St+Winnsga/;10746678;/fileinfo.html

06/21/08 Change-log:

-Major height-map editing.
-Reworked atmosphere and lighting.
-Additional cover added throughout.
-Attackers from the bridge side should find it slightly easier to assault the town.
-Attackers from the field side should find it slightly easier to assault the town.
-Shot blockers added to ruined burned out structures, previously units could shoot through them, should be fixed entirely now.
-A building was removed and many were further damaged, keep in mind you should probably bring support when assaulting on this map, the map is not supposed to be too easy.
-Various details were added throughout the town.
-New loading screen.
-New preview images.

Please post any bugs or exploits you may find in the map, I probably will not be getting back to this for a few months as I will be very busy but please keep in mind that any feedback is greatly appreciated and rest assured I will attend to polishing the map when I have more time.

I am also thinking if the map is very well received that a loading screen contest could be held at some stage, much in the same manner the the Abbeville winter screenshot one was held.

Enjoy!
« Last Edit: June 22, 2008, 10:23:53 am by Lolto » Logged
Lolto Offline
EIR Veteran
Posts: 950


« Reply #44 on: June 23, 2008, 01:28:47 pm »

I take it no-one has really played the new version, no biggie, ill just bump it up, if anyone plays please leave feedback.

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Apex Offline
Honoured Member
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Posts: 2971


« Reply #45 on: June 23, 2008, 01:30:46 pm »

need new screenies
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #46 on: June 23, 2008, 01:52:00 pm »

One wouldn't be able to notice much difference from screen-shots that I've already posted unfortunately.  But in my opinion it's playability has gone up tremendously though, the look varies.
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #47 on: June 23, 2008, 01:59:03 pm »

I call lies.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #48 on: June 23, 2008, 03:10:40 pm »

I call lies.

Ahbbehvilleeee wintra
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salan
Guest
« Reply #49 on: June 23, 2008, 04:47:15 pm »

what, your making a st winn summer?
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #50 on: June 23, 2008, 04:52:50 pm »

I call lies.

Ahbbehvilleeee wintra


Dude its more like Ahbbehvilleeee Dusty and Mesy
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Apex Offline
Honoured Member
*
Posts: 2971


« Reply #51 on: June 23, 2008, 05:26:45 pm »

ohh dude why are the entry points still not designated? I hate running the tanks around trying to find the exit.
And hay bales in the dozens do not make much sense in winter. 
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DBSights2 Offline
EIR Veteran
Posts: 89


« Reply #52 on: June 23, 2008, 05:43:45 pm »

Can't see the territory lines.  City has no natural chokepoints...
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salan
Guest
« Reply #53 on: June 23, 2008, 05:52:42 pm »

cities really not designed to have choke points... its a different play then you get in say argentan, or vireville.

I love winn, kinda odd to do it as winter, but its based on that Band of brothers episode, hey just didn't want to call it (was it st vith? can't remmeber) cuz of anthonies crappy map Wink
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Dbozbrown Offline
EIR Veteran
Posts: 109


« Reply #54 on: June 23, 2008, 06:19:42 pm »

Its based on Foy.
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Warbirds2 Offline
EIR Veteran
Posts: 422


« Reply #55 on: June 23, 2008, 06:22:06 pm »

Very loosely based on Foy, yes.
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Dbozbrown Offline
EIR Veteran
Posts: 109


« Reply #56 on: June 23, 2008, 06:26:55 pm »

I love this map.  You made Argentan, and that has the Epic "Big City Feel."  But then there is St. Winn, and this has more of the "Sleepy Village Feel", and personally, I love it.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #57 on: June 23, 2008, 06:33:50 pm »

I love this map.  You made Argentan, and that has the Epic "Big City Feel."  But then there is St. Winn, and this has more of the "Sleepy Village Feel", and personally, I love it.

Just a bit of clarification, I did not create Argentan, Warbirds did.

My maps include: Bastion, Radar Station, St. Winn. Smiley
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Dbozbrown Offline
EIR Veteran
Posts: 109


« Reply #58 on: June 23, 2008, 06:38:41 pm »

Ah, warbirds posted, so I assumed it was his map.  I apologize.  My point still stands though!
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #59 on: June 24, 2008, 02:06:24 pm »

So basically from what I've gathered is the only real problems are starting positions not clearly presented, territory lines cant be see... cant do much there being as it's a snow map.

The town is meant to provide for a different sense of game-play as opposed to having a few key points on the map, St. Winn has many areas of approach and different strategies can be utilized.

Hopefully the straight-forward sector layout provides it simple enough to make up for the lack of territory lines.

Thanks to everyone who has left feedback, hope even with some flaws people are still enjoying the map.  Smiley 

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