Title: Maps that should be finalized. Post by: jackmccrack on June 11, 2009, 11:12:22 am Lanteville and Tanteville should be finalized.
1) Lanteville is a great map. It's different from the other 4p maps in that it has this narrow corridor down the middle and open fields on the sides. 2) Tanteville is awesome, we all know that. It's the Abbeville of EIRR but better. It's more like a 6 player version of Road to Carentan. The sectors are standard. The scenery is good. The battles are great. Title: Re: Maps that should be finalized. Post by: Piotrskivich on June 11, 2009, 11:17:20 am I don't know if it's a compliment to say Tanteville is like Road to Carentan. :-\
Title: Re: Maps that should be finalized. Post by: jackmccrack on June 11, 2009, 11:19:48 am I was thinking about that too, but I stand by my point that Tanteville is good and should be finalized.
Title: Re: Maps that should be finalized. Post by: Mysthalin on June 11, 2009, 11:21:27 am Lanteville is definately much worse than crossroads. And crossroads was already rather horrible. I don't know about you, but I prefer to SEE my units, rather than some useless folliage.
Tanteville... It's made for 88s, and I'd agree with pitorskivich - it's not clear whether calling it RTC is a compliment or not, hehe.. I don't like any of spartan's maps - they're awesome in detail, very lacking in gameplay. Title: Re: Maps that should be finalized. Post by: jackmccrack on June 11, 2009, 11:22:48 am About the foliage -- yeah there is lots of it.
Title: Re: Maps that should be finalized. Post by: CafeMilani on June 11, 2009, 11:23:48 am tante is a good map because it has 2 sides
Title: Re: Maps that should be finalized. Post by: Unkn0wn on June 11, 2009, 11:48:37 am Ignore mysth because he thinks practically every map is horrible :P.
Would be nice to see gold beach further finalised, once sectors/buildings get balanced it'll be a great map. Title: Re: Maps that should be finalized. Post by: Piotrskivich on June 11, 2009, 11:51:39 am Gold beach is the main 2v2 I play.
Title: Re: Maps that should be finalized. Post by: Two on June 11, 2009, 11:58:37 am I like golden sector too
Title: Re: Maps that should be finalized. Post by: Draken on June 11, 2009, 12:06:25 pm Gold sector could be good. But players from beach (bitch) side need to have more cover and sectors needs to be fixed.
Title: Re: Maps that should be finalized. Post by: Mysthalin on June 11, 2009, 12:38:27 pm I think Venue, IDH, church are great - simply masterpieces. Same for abbeville and ghost town. St. Winn is fun too!
Nuenen is fun enough, though it could use a lighting change. It also benefits support weapon spam(and thusly wehr) a bit too much. The lighting on it keeps me thinking it's absolutely grey, even if it isn't, it just seems to be the greyest map in the game! Gold sector - he didn't overspam it(lante), and didn't leave too many empty spaces in it either(tante) - he just needs to balance it out, and it may become good, right now it isn't :P. I don't think every map is horrible at all. Title: Re: Maps that should be finalized. Post by: Draken on June 11, 2009, 12:42:03 pm Quote Nuenen is fun enough, though it could use a lighting change. It also benefits support weapon spam(and thusly wehr) a bit too much. There are shitload of hedges to flank, only superior axis mortars can be a problem. But I find that map balanced. Allied arty can own on it. Title: Re: Maps that should be finalized. Post by: Mysthalin on June 11, 2009, 01:17:21 pm Allied arty - available to 3 doctrines out of 6, in one of them it's a T3, two cost PPs for each arty piece including the first one, one is outranged by mortars. Availability - 2 per company without paying PP for two variants. Only one of them is reliable in accuracy and only when in short range, other three are useless vs garrisoned units and accuracy is inconsistent.
Superior axis mortars - available to all 6 doctrines, with reinforcements even two kinds of them. 3 per company and 2 per company. High accuracy, high and consistent damage to garrisoned units. Draken, support weapons spam has always been wehrmacht's centerpiece, and you know it ;P. Title: Re: Maps that should be finalized. Post by: Osprey on June 11, 2009, 01:51:18 pm Speaking of sector balances, has anyone fixed Convent yet, or is it still biased to the team that spawns nearest the convent compound?
Title: Re: Maps that should be finalized. Post by: Unkn0wn on June 11, 2009, 02:34:49 pm Deranged is mapping exclusively for OMG so no.
Title: Re: Maps that should be finalized. Post by: Ununoctium on June 11, 2009, 06:07:59 pm nobody even remembers my map....
:'( 1 more week till summer 1 more week till I hear cries of "best map ever" again ... yeah need a huge ego boost to get through exams sorry if I've been an ass lately Title: Re: Maps that should be finalized. Post by: 31stPzGren on June 11, 2009, 08:22:56 pm I think Chateau is a great map. Whats your map smurf? I probably liked it :D
I think a lot of vCoH maps need to be taken out. While they are theoretically more realistic and looks good, gameplay in EiRR is not about realism and it causes a lot of issues. Maps in EiRR should be finalised with a good balance of rural and urban fighting, allowing players to choose where they want to fight on. Heavily urbanised areas favours support weapons like MGs & ATGs down long corridors and mortar or arty spam. Gives very little room for flanking and moving as many areas will be TTed and Wired up. Open rural areas give many avenues for flanking and not much room for locking places down. It becomes a "moving" battle. Title: Re: Maps that should be finalized. Post by: Scaevola on June 11, 2009, 08:24:21 pm I think Chateau is a great map. Whats your map smurf? I probably liked it :D I think a lot of vCoH maps need to be taken out. While they are theoretically more realistic and looks good, gameplay in EiRR is not about realism and it causes a lot of issues. Maps in EiRR should be finalised with a good balance of rural and urban fighting, allowing players to choose where they want to fight on. Heavily urbanised areas favours support weapons like MGs & ATGs down long corridors and mortar or arty spam. Gives very little room for flanking and moving as many areas will be TTed and Wired up. Open rural areas give many avenues for flanking and not much room for locking places down. It becomes a "moving" battle. Open fields allow a single at gun to lock down an entire flank, whereas urban combat forces several AT option to adequately cover the flank. Title: Re: Maps that should be finalized. Post by: 31stPzGren on June 11, 2009, 09:12:01 pm Open fields allow a single at gun to lock down an entire flank, whereas urban combat forces several AT option to adequately cover the flank. Try circling the ATG. You'll take 1 or 2 shots first, definitely. Then you can circle it. In an urban area, try actually "circling" an atg like in the town on tanteville. Title: Re: Maps that should be finalized. Post by: Scaevola on June 11, 2009, 10:05:08 pm In an open field 1 ATG with ap rounds will usually bring you down to a critical, but even if not theres always sticky bombs. And its far easier to flank through an alleyway the ATG can't even shoot at (shot blockers) than it is an open field that an ATG can shoot.
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