COH: Europe In Ruins

EIR Main Forums => Projects & Mapping => Topic started by: Thtb on January 09, 2008, 02:45:49 pm



Title: [Beta] Sonnenaufgang
Post by: Thtb on January 09, 2008, 02:45:49 pm
Remade and named.

Here´s the .sga file:
http://files.filefront.com/6p+Sonnenaufgangsga/;9441308;/fileinfo.html


Download and put into;
C:\Programme\THQ\Company of Heroes\EuropeInRuins\Archives


To play you will have to:

1. Download BattleFiles.(dont start[/b])
2. Close laucher
3. Open your "Europa in Ruins.module" file with notepad and add
archive.22 = EuropeInRuins\Archives\6P_Sonnenaufgang
(see Pic)


It is playable and (imo) quite balanced. Both sides have to live with the bridges and have additional defence there. It will allow some nice tactial move´s.
Also the costal guns just Rock!
I am unsure what player amount woud be the best for the map and therefore i need your opionion.
Also; Replay plz!

Sadly i cant playtest it myself today since i have "Musterung". Basicly the German "Army" check´s out how good i am at killing stuff.

Post evrything you think about it here, i will read evry comment and adjust my map to it.

Enjoy playing!


Edit;
.sgb since .sga fucks up all the time. Maybe it works, but i doubt it since life/god/world hates me.
http://files.filefront.com/Mapsrar/;9424632;/fileinfo.html

[attachment deleted by admin]


Title: Re: [Beta] Bridge Iland
Post by: fldash on January 09, 2008, 02:47:08 pm
As soon as Unkn0wn approves this I'll add it to the launcher.


Title: Re: [Beta] Bridge Iland
Post by: Kolath on January 09, 2008, 02:49:49 pm
One minor issue to fix for next version.  It is spelled island.  And yes, I know it doesn't make any sense.  English is fun like that.


Title: Re: [Beta] Bridge Iland
Post by: Thtb on January 09, 2008, 02:52:10 pm
Okay. To bad he hates me...

Ohh and kolath the name is still chancable if anyone has a good idear-spit it out.

I wanted to call it fishy business, but that name was already taken by a other map :I

It still needs some work i think, but here are some screen´s for now;
(Hey lets go and get out troops pwned by bridge Iland!)

http://s222.photobucket.com/albums/dd246/Thtb/

(http://i222.photobucket.com/albums/dd246/Thtb/Kopievonrelic00020.jpg?t=1199911829)

(http://i222.photobucket.com/albums/dd246/Thtb/relic00011.jpg?t=1199911833)

(http://i222.photobucket.com/albums/dd246/Thtb/relic00016.jpg?t=1199911846)

(http://i222.photobucket.com/albums/dd246/Thtb/relic00019.jpg?t=1199911828)

(http://i222.photobucket.com/albums/dd246/Thtb/relic00018.jpg?t=1199911828)



Title: Re: [Beta] Bridge Iland
Post by: Loik on January 09, 2008, 02:55:28 pm
i actually like bridges, people avoid maps with bridges like the Plague however bridges were a huge part of world war 2, and any commander worth his salt can take one


Title: Re: [Beta] Bridge Iland
Post by: Thtb on January 09, 2008, 02:58:48 pm
"Why this isent a blow the bridge and arty fight" -map

3 Tank and 3 Inf Bridges on each side
Bunkers for easy defending
Build blockers on the bridges to prevent blocking off (´& maybe mineing?)
Huge crossing

Also no one besides me buys (enave) goliaths / Demo´s to "blow em all"


Title: Re: [Beta] Bridge Iland
Post by: Unkn0wn on January 09, 2008, 03:05:09 pm
Map will need playtesting first, just like all the other maps that made it to the .module :).


Title: Re: [Beta] Bridge Iland
Post by: Thtb on January 09, 2008, 03:28:58 pm
Please dont forgett the replay! ;)


Title: Re: [Beta] Bridge Iland
Post by: Thtb-Ally on January 10, 2008, 09:17:35 am
Filename fixed:
http://files.filefront.com/6p+Bridge+Islandsga/;9411308;/fileinfo.html

Will work on it this weekend


Title: Re: [Beta] Bridge Island
Post by: Thtb-Ally on January 10, 2008, 11:17:01 am
GETTING THE MAP TO WORK IS HARDER THAN MAKEING IT           >:(  >:(  >:(  >:(

Why does relic hate me?

downloaded .sga file.  We downloaded the b-files with the laucher.
Closed the laucher. Added the line (like in the first post). Started over shortcut.

Didnt work.

Started in -dev mod.

_Didnt work.

Forced the naturalorder to make it work;
Reality was destroyed.

!"%!"§&)!/"$/)!"$/!/! !!!! It.


Title: Re: [Beta] Bridge Island
Post by: Ucross on January 10, 2008, 11:18:29 am
very nie map :)


Title: Re: [Beta] Bridge Island
Post by: Thtb-Ally on January 10, 2008, 01:23:15 pm
unk0wn test it someday !


Title: Re: [Beta] Bridge Island
Post by: Thtb-Ally on January 11, 2008, 01:10:00 pm
Still needs a test, but i doubt that anyone can do it ;)


Title: Re: [Beta] Sonnenaufgang
Post by: Thtb on January 12, 2008, 08:04:06 am
Redone/named;
New Vers.

http://files.filefront.com/6P+Sonnenaufgangsga/;9422654;/fileinfo.html

(http://i222.photobucket.com/albums/dd246/Thtb/relic00021.jpg?t=1200146812)


Title: Re: [Beta] Sonnenaufgang
Post by: Thtb on January 12, 2008, 08:31:29 am
Cant get it running help anyone?

Since noone will help i have to quit mapping :I


Title: Re: [Beta] Sonnenaufgang
Post by: Kolath on January 12, 2008, 09:30:51 am
Thtb, it doesn't work for two reasons:

1) You packed the .sga wrong.  You put it in "data/scenarios" instead of "data/scenarios/mp" that's why it doesn't show up.

2) You changed the name of the map, but you didn't change the names of the actual .sgb and associated files.  You need to reopen the map in world builder, save it again as 6p_Sonnenaufgang.  Then you need to exactly follow the instructions here: http://forums.europeinruins.com/index.php/topic,2934.0.html


Title: Re: [Beta] Sonnenaufgang
Post by: Thtb on January 12, 2008, 03:21:44 pm
Need play tester´s how know how to test map´s. Its so annoying to explain it 20x times in a row :I

fldash, unk0wn did not said its so good he doesent even have to test it! Add it to the laucher, woud save a lot of work/time ;)


Title: Re: [Beta] Sonnenaufgang
Post by: Unkn0wn on January 13, 2008, 06:02:19 am
I don't see what the big problem is? It's fairly easy to test maps even when they're not in the .module.
I can have it in the .module for a little I guess but if it doesn't meet certain quality standards it'll have to be taken out again... and then you'll be upset.

This may seem harsh on my behalf but it's necessary to keep things manageable with the large amounts of custom maps appearing it'd be annoying to have maps added and removed from the .module constantly imho.

Your call but don't go all crazy when it gets removed again.


Title: Re: [Beta] Sonnenaufgang
Post by: Thtb on January 13, 2008, 06:04:32 am
Then test the map. Or order one of your mapping team members to do it -leader-


Title: Re: [Beta] Sonnenaufgang
Post by: Unkn0wn on January 13, 2008, 06:15:04 am
Or just pass me a replay.

Who exactly tested this map and what did they say?
There's so many custom maps out right now that I can't test em all right away anymore.
(Although replays suffice)

Like I said, I'm willing to add it to the .module ASAP but don't be dissapointed when it's taken out.


Title: Re: [Beta] Sonnenaufgang
Post by: Thtb on January 13, 2008, 02:31:37 pm
k, i hopefully will find time to enslave some eir ppl once i have some free time again :I


Title: Re: [Beta] Sonnenaufgang
Post by: Skunker on January 14, 2008, 04:52:21 pm
Loading screen

[attachment deleted by admin]


Title: Re: [Beta] Sonnenaufgang
Post by: Thtb on January 15, 2008, 07:53:50 am
O wow... you

Acutally played the map?

Your the first one to even try it. Thank´s man ;)

Now i just have to find out where to put it.

Thank´s again ;)


Title: Re: [Beta] Sonnenaufgang
Post by: Thtb-Ally on January 15, 2008, 01:16:39 pm
you have to add;
archive.22 = EuropeInRuins\Archives\6p_Sonnenaufgang
to the module file now.

Latest ver;

http://files.filefront.com/6p+Sonnenaufgangsga/;9441308;/fileinfo.html


Title: Re: [Beta] Sonnenaufgang
Post by: Schultz on April 28, 2008, 04:47:06 am
Map looks really nice Thtb, its really different from the current eir maps.
I'd give it a try on a 3v3 anytime.  ;D

One suggestion : map looks kinda empty on some of the open grass areas.
maybe you could add like single trees or bushes or stuff like that to make it more realistic.


Title: Re: [Beta] Sonnenaufgang
Post by: Apex on April 28, 2008, 05:35:38 am
You should really make at least 1 indestructible bridge per side. I dont trust these bridges.


Title: Re: [Beta] Sonnenaufgang
Post by: Schultz on April 28, 2008, 05:48:30 am
I think he said there are 2 undestroyable bridges.


Title: Re: [Beta] Sonnenaufgang
Post by: Bodybag2224-Armor on May 26, 2008, 05:47:59 pm
So how exactly do you get this map to play, and why is it different from the other EiR maps (in terms of getting the map to run).


Title: Re: [Beta] Sonnenaufgang
Post by: Thtb on May 27, 2008, 07:06:01 am
There is one undestroyable bridge per side, as well as a land crossing.  Duh.

Btw this is my first and only CoH map, i woud be very happy if a talented mapper coud fix the files so its playable. Also bodybag you have to edit the module file for it to work, but when you start the laucher it will automatically un-do the chances so you have to manualy download and start without the laucher.

This map was never played by anyone besides me anyway ;(.
So i am lacking motivation here.


Title: Re: [Beta] Sonnenaufgang
Post by: Steinmarder on May 27, 2008, 10:18:14 am
For the launcher and module thingy, you just have to edit the module after you have started the launcher, so it doesnt check the module file again before you start the game.


Title: Re: [Beta] Sonnenaufgang
Post by: Unkn0wn on May 27, 2008, 12:21:56 pm
Or use the COH launcher tool (which adds map files for .sgas to the .module) after you've downloaded & extracted the battle files.