COH: Europe In Ruins

EIR Main Forums => Projects & Mapping => Topic started by: deadbolt on May 31, 2014, 09:51:49 am



Title: heya city map
Post by: deadbolt on May 31, 2014, 09:51:49 am
errbody want city

I make city map

heya

beya


Title: Re: heya city map
Post by: shockcoil on May 31, 2014, 09:59:39 am
where b city map heya?


Title: Re: heya city map
Post by: Smokaz on May 31, 2014, 01:47:01 pm
heya you making it too slow, next time i be 4000 score in ur gaem

also when you release heya i wont help test

heya

but i will complaain


Title: Re: heya city map
Post by: Hicks58 on May 31, 2014, 01:57:06 pm
As much as I'd love a proper city map being made, I'm sure we'll just get hit with the usual chorus of players screaming that they've built companies to exploit it and wont touch the map.


Title: Re: heya city map
Post by: deadbolt on June 01, 2014, 07:36:00 am
heya so far

(http://i58.tinypic.com/zlqiza.jpg)


Title: Re: heya city map
Post by: Smokaz on June 01, 2014, 07:44:37 am
A proper city map needs to actuallly block tanks from moving in part of its territory. I would suggest having a lot of narrow infantry only streets in the middle, its the only way to enforce the gameplay . You can have larger passages away from middle


Title: Re: heya city map
Post by: Hicks58 on June 01, 2014, 07:54:07 am
Take pointers from Villers Bocage.

Lots of alleys, lots of side streets, ridiculous amounts of opportunities for tanks to go on little flanking runs and outright ignore ATG's unless they've been placed and supported properly.

Shit I love running Tigers/Pershings on Villers. So much freedom of movement when you've always got a side street to duck into when hard AT shows up.


Title: Re: heya city map
Post by: deadbolt on June 02, 2014, 12:12:35 pm
(http://i59.tinypic.com/fjkx01.jpg)

(http://i59.tinypic.com/9iqomx.jpg)

(http://i60.tinypic.com/209h5wl.jpg)

none blocked roads and busy as fuck city bits heya


Title: Re: heya city map
Post by: deadbolt on June 02, 2014, 02:32:53 pm
IT GROWS

(http://i57.tinypic.com/sfus0j.jpg)


Title: Re: heya city map
Post by: deadbolt on June 02, 2014, 03:57:52 pm
such growth many destroy much ruin city wow

(http://i57.tinypic.com/2pqnbdx.jpg)


Title: Re: heya city map
Post by: Hicks58 on June 02, 2014, 04:04:37 pm
Don't forget to make it at least 5-6 sectors wide so people can actually take advantage of the fact you can move about.

Nothing worse than a nicely laid out map that's 3 sectors wide. Ugh.


Title: Re: heya city map
Post by: deadbolt on June 02, 2014, 04:12:13 pm
yeah dunno what to do; this maybe

(http://i58.tinypic.com/xaqcug.jpg)


Title: Re: heya city map
Post by: Mister Schmidt on June 02, 2014, 04:13:56 pm
So, 3 sectors wide? ;)


Title: Re: heya city map
Post by: deadbolt on June 02, 2014, 04:15:13 pm
middle is 5 tbh

maybe ill do 4 sectors instead of 3 either side of the middle


Title: Re: heya city map
Post by: nikomas on June 02, 2014, 04:42:09 pm
Make the roads their own sectors (each the length of a city block) and each block into two sectors so it's theoretically possible to decap via roads for pro mapping (and pro killzones when people try to cap that red cover).  :D


Title: Re: heya city map
Post by: tank130 on June 02, 2014, 05:05:48 pm
DB, I think you need to keep odd sectors (not 4) so it doesn't become stagnant.

As well, how about splitting the sector directly behind the center sectors, but cut perpendicular to the center line. (in other words, cut the same direction as the center flanks)

That would be a total of 16 sectors........ hmmmm, maybe one more sector in the middle circling that town square or whatever it is.
That could be pretty cool. Each of those house in the corners would hold a sector with the tie breaker in the center.


Title: Re: heya city map
Post by: XIIcorps on June 02, 2014, 07:21:15 pm
That may be the single most intelligent thing you've ever done tiggy.
Give your self a gold star.


Title: Re: heya city map
Post by: deadbolt on June 03, 2014, 11:25:40 am
27 sectors is too many mayne, and tanks idea does give more sectors but will them 2 really be fought over? hmm


Title: Re: heya city map
Post by: tank130 on June 03, 2014, 11:48:46 am
...... tanks idea does give more sectors but will them 2 really be fought over? hmm

Good question. Hard to say I guess.
The down side to an urban map is it can be pretty easy to lock it down with HMG/Mortar teams, so a larger number of sectors is probably important so it does not become a camp fest.

If you put in the extra sectors and they are not needed, then they will just stay capped in friendly territory. If you do not put them in and they are needed, then you are going to be forced to do a map rework for anyone to play it.

just an opinion is all.


Title: Re: heya city map
Post by: tank130 on June 03, 2014, 12:13:54 pm
tig.....just.......ugh

My suggestion is 17 sectors. How do you turn that into 21, but then say "you may as well just go with 27"?

Am I really missing something here or is this just failed logic.



Title: Re: heya city map
Post by: deadbolt on June 03, 2014, 12:40:00 pm
more sectors means the game will end sooner with map control and leave no room/time for comeback


Title: Re: heya city map
Post by: nikomas on June 03, 2014, 12:45:42 pm
Screw rear sectors then, make it two giant uncappable rear sectors and then 20 in the middle  :D


Title: Re: heya city map
Post by: PonySlaystation on June 03, 2014, 12:53:34 pm
More sectors doesn't result in fluid gameplay. More sectors means you need to stop to cap all the time. Forest and Neuville both have few and large sectors.


Title: Re: heya city map
Post by: deadbolt on June 03, 2014, 12:55:48 pm
Good question. Hard to say I guess.
The down side to an urban map is it can be pretty easy to lock it down with HMG/Mortar teams, so a larger number of sectors is probably important so it does not become a camp fest.

If you put in the extra sectors and they are not needed, then they will just stay capped in friendly territory. If you do not put them in and they are needed, then you are going to be forced to do a map rework for anyone to play it.

just an opinion is all.

my other idea was in the first screen which will be city like environment, but not loads of buildings and fairly open which is the most favoured maptype, so, similar map but different visually


Title: Re: heya city map
Post by: Smokaz on June 03, 2014, 01:09:04 pm
More sectors close to spawns actually makes backcapping less effective. Im surprised nobody took that idea far in any of the maps... unless it's the size of the sector that counts?

At any rate you could  just have some grey sectors in middle.. something also never tried


Title: Re: heya city map
Post by: Hicks58 on June 03, 2014, 01:13:41 pm
Urban environments get locked down with HMG's when there are regular large open spaces between clusters of buildings. If you want an urban map to work, you've gotta pack the buildings in well, having open spaces as the rarity rather than the norm.

A lot of urban maps in the past have put together a lot of buildings but have made large open areas between the clusters. Skaffa's latest urban map is a good example of that, the middle and left side have a lot of buildings, but big open areas that you can lock down with an MG a piece making the right flank the only non-building area but it's not wide enough to avoid ATG/MG arcs. 3-4 MG's and 3-4 ATG's can effectively lock down the middle band of the map and then the three people have all the rest of their pop to play with, making it GG unless your opponent is running a ridiculous amount of offmaps or arty.

Then, you've got urban maps like the one Tank made which plonks a dense town in the centre of the map, meaning anybody that pushes you out for a minute or so can drop 2-3 MG's along the side of the town facing you and effectively lock you out permanently. This seals off 2/3's of the map (Or more if they put you at arm's length of the support weapons) and you slowly bleed to death.

This is why I like Villers Bocage so much. It has open areas around the middle (Even those are walled up until you clear it), but the left and right sides of the town are at least two alleys wide meaning you've always got options to duck into. The town itself pretty much starts from spawn to spawn making it difficult to get completely pushed out of it. On top of that, the very edges of the map have got hedged field which provide good cover to flank and back cap around.

You try and play that map though and the first thing people cry is that you're running a fuck ton of PIAT's/Stickies/StuH's/whatever.


Title: Re: heya city map
Post by: tank130 on June 03, 2014, 03:54:14 pm
(http://i276.photobucket.com/albums/kk12/tank130/Map%20Screens/Deadboltsmap_zps4c3cbdc3.jpg) (http://s276.photobucket.com/user/tank130/media/Map%20Screens/Deadboltsmap_zps4c3cbdc3.jpg.html)


Title: Re: heya city map
Post by: Scotzmen on June 03, 2014, 06:18:43 pm
Another deadbolt map that will go unfinished...

Why god.... why?!


Title: Re: heya city map
Post by: Mister Schmidt on June 09, 2014, 07:06:11 am
Finish le map tbh keeps


Title: Re: heya city map
Post by: deadbolt on June 09, 2014, 11:06:46 am
maybe, i got distracted


Title: Re: heya city map
Post by: Shabtajus on June 09, 2014, 12:35:11 pm
maybe, i got distracted

i bet real creator of the map just stopped posting pics and db now u dont have any more new pics to steal and brag about ''your'' map

fly over the hills