Title: [BETA] 6p_St_Come_Du_Mont Post by: Hartkeks on April 18, 2008, 11:20:56 am Hello community,
I've been playing around with the worldbuilder for some time and because EiR is such a great mod, I decided to try making a map for it. I looked for some pictures of real battlesites in WW2 to get some inspiration and found this map: (http://img384.imageshack.us/img384/4122/5065tcv6.gif) (http://imageshack.us) and a reconissance photograph of the St. Come du Mont area: (http://img72.imageshack.us/img72/4450/stcomedumontqx6.jpg) (http://imageshack.us) This might work for a 3v3 map I thougt, so this is what I've done so far: What do you think? Should I continue? Or does the map look like it will be unplayable? Since this is my first map, I don't know what the "best" size for a 3v3 would be. I made it 512 x 320 (playable area) but the village and the crossroads barely fit in. Still a lot of work to be done before it's finished, so some feedback would be apreciated. Update: First Beta released: Update Beta 0.2 released changelog: - added more gaps in hedgerows - additional cover on the flank of town (walls, sandbags, vehicles, craters, etc.) - replaced a few houses with smaller ones - added pre building damage - Added an artillery barrage on the town during first 20 sec of the game (experimental: all slots have to be players. If you are playing a 2v2 on the map, the empty slots have to be computerplayers (wich won't show up in the actual game, but the slots must not be empty)) - custom music test (only works with min. 80 voices enabled in CoH sound settings atm) - weather options added Update - fixed version for patch 2.501 (no more crash due to mapdescription) - fixed SCAR code, so playerslots can remain empty (special thanks to |-|Cozmo|-| for this one) http://files.filefront.com/6p+st+come+du+montsga/;13619120;/fileinfo.html Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: ImNotBlackdong on April 18, 2008, 11:24:17 am looks nice
Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: salan on April 18, 2008, 11:25:43 am I love smaller 3 v 3 maps, it makes the world a hurtful place and the fighting intense!
KEEP IT UP!!! can't wait to try it, BUT PLEASE play a game on bastion and see how he did his sectoring. The sectors are what make or break a map... Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: XNiichts on April 18, 2008, 11:32:16 am Looks very playable so far,
But what he said. Sectors = very importante Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: Hartkeks on April 18, 2008, 11:56:54 am This is the current sector layout. But I have no idea if this would work out with MCP. ???
[attachment deleted by admin] Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: anthony210 on April 18, 2008, 11:58:58 am This is the current sector layout. But I have no idea if this would work out with MCP. ??? You should edit the sectors a bit, they look a bit small. Its easy to do but it might take some time. Pretty much just make sure that everything is equal so starting on one side wont have an advantage over the other side. Also make sure your sectors are not too small otherwise it turns the games into cap wars where people just run around capping. Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: Hartkeks on April 18, 2008, 01:04:59 pm Thanks for the input.
I should merge some sectors, but I don't know which. There are so many possibilities. So I drew a few variations. [attachment deleted by admin] Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: salan on April 18, 2008, 01:15:25 pm IMO the best sector size is a full screen when zoomed out normally.
This way, you can't hide units all over the place, plus it allows enough sectors across the map for actual flanking, and forces both attackers/defenders to defend more then 1 spot on the map (counter attacks blah blah) Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: salan on April 18, 2008, 01:19:32 pm hmm the first merge pic wouldn't work as well. What happens then is you can keep 1 unit in the center of either of those two merge pieces and are able to completely shut down a flanking move ... your original sectors actually were probably the best, I was just curious what all the blank spots around them are? trees?
as I said, check out St WInn or Bastion. They are blocks, like your first lay out, that are approx 1 screen size (slightly bigger) when normal zoomed out. it works wonderful for the system. Allows progression through the map and flowing game play. If you have to big sectors (ignore anthony sectors are to small) you run into huge problems with flanking, and things like abbeville which was the most played map in Victory mode really shows the burden of large sectors when attempting to remove or regain a sector from the enemy. as anthony said though, just try to even the sectors out across the map, 50% for 50% of the map is usually the best bet. Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: CommanderHolt on April 18, 2008, 01:20:23 pm Hmm.... Isn't St. Come du Mont was one of the objectives for the Airborne?
Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: Hartkeks on April 18, 2008, 02:12:21 pm [...] your original sectors actually were probably the best, I was just curious what all the blank spots around them are? trees? No, not trees. Mainly it's the heightmap causing issues with the show territory mode. Although the terrain is not very "hillish". I don't know how to get a better view of the sectors. as I said, check out St WInn or Bastion. They are blocks, like your first lay out, that are approx 1 screen size (slightly bigger) when normal zoomed out. it works wonderful for the system. Allows progression through the map and flowing game play. So then the middlesector would be the right size. (a bit larger than one screensize) I will adjust the other sectors then. If you have to big sectors (ignore anthony sectors are to small) you run into huge problems with flanking, and things like abbeville which was the most played map in Victory mode really shows the burden of large sectors when attempting to remove or regain a sector from the enemy. That's why I thougt it would be ok to make the sectors smaller in the middle of the map, since there will be the most fighting going on. as anthony said though, just try to even the sectors out across the map, 50% for 50% of the map is usually the best bet. That's what I tried to do. Same ammount of sectors for each side and hopefully the same size as well. Thank you for the advise. Hmm.... Isn't St. Come du Mont was one of the objectives for the Airborne? Quote After the failure of the 506th Parachute Infantry (Colonel Sink) on 7 June to wrest St. Côme-du-Mont from the 6th Parachute Regiment, a much larger attack was mounted the following day. The 1st and 2d Battalions of the 506th were reinforced with the 3d Battalion, 327th Glider Infantry,31 the 3d Battalion, 501st Parachute Infantry, eight light tanks, and the 65th Armored Field Artillery Battalion. The glider battalion, commanded by Lt. Col. Ray C. Allen, on the left wing of the attack was to pass to the east of St. Côme-du-Mont, proceed down the main highway, and blow the bridges on the Carentan causeway. Colonel Ewell's battalion of the 501st was to attack to the south of St. Côme to cut the highway there while Colonel Sink's two battalions (506th) drove in column directly into the town. Behind effective artillery preparatory fire followed by a rolling barrage, the attack jumped off at about 0500.32 The glider battalion bogged down in the hedgerows. But Colonel Ewell's men, despite considerable confusion and intermingling of units, reached their objectives south of St. Côme within three hours. In the meantime the battalions of the 506th pressed against the town from the east and artillery continued to fall heavily on the German defenders. In the first hour and a half, the 65th Armored Field Artillery Battalion fired about 2,500 rounds of 105-mm. high explosive. The brunt of the U.S. attack was borne by the 3d Battalion, 1058th Regiment, which on 7 June had been reinforced by two companies of the 3d Battalion, 6th Parachute Regiment, from Carentan. Early in the morning, the 1058th men under heavy artillery fire began to show signs of cracking. Von der Heydte, still in charge of the defense, had no more reserves to bring up. Observing that men of the 1058th were beginning to straggle in retreat westward and having lost contact with the 1058th battalion headquarters, von der Heydte decided to pull out his own units and such troops of the 1058th as he could contact. The withdrawal involved some severe fighting with Ewell's battalion posted south of the town, but eventually the majority of the Germans got out to the west and retreated on Carentan following generally the axis of railroad embankment. [attachment deleted by admin] Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: jackmccrack on April 18, 2008, 02:51:03 pm Looking sweet so far, hart. Definitely merge some sectors I'd say.
Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: anthony210 on April 18, 2008, 02:58:04 pm Sectors can be too small, having 1 or 2 small sectors is ok i guess but they are kinda pointless.
I didnt say make huge sectors... Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: Kolath on April 18, 2008, 03:38:56 pm Wow! Hartkeks, welcome to the mapping community! This looks great! Where did you find the WWII map?
Also, once you get a playable beta up, please post the link in the map database thread and Unkn0wn or I will add you to the database! Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: Hartkeks on April 18, 2008, 05:46:47 pm I don't remember the link for the map, but lots of pics and maps to be found on this site:http://www.history.army.mil/books/wwii/7-4/7-4_Contents.htm#toc (http://www.history.army.mil/books/wwii/7-4/7-4_Contents.htm#toc)
Update: Most of the playable area is now covered. I need to polish up the church area and lighten up some hedgerows with bushes and trees. Sectors right now are rectangular. So I probably have to look at them as well. What else do I need for a playable beta? Can I add sandbags, barbedwire, etc. and not to forget the 00b area later, or should I do this before I release a beta version? Atmosphere is still default and I have no weather options made. Meanwhile I have some more screenshots for you: [attachment deleted by admin] Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: ReapersWarrior on April 19, 2008, 02:41:46 pm this map looks awesome
Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: GenericNameAxis on April 19, 2008, 10:40:33 pm This map looks fun hopefully it will be successful.
Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: stumpster on April 19, 2008, 11:12:37 pm That looks excellent, city fighting for the middle points is always fun.
Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: Lolto on April 19, 2008, 11:59:43 pm The sectors in the last screen-shot look really well done, something like I would do, will have to play this map soon! Get a beta out so we can get some testing on it, I'm sure Unknown will get it added to the .module file.
Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: salan3 on April 20, 2008, 12:00:36 am Oo can't wait
Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: jjwa on April 20, 2008, 07:32:42 am This looks real good :).
Graphically it looks real cool, I think the sectors are nice in the last screenshot, more sectors in the town for more fighting there, not making the back area a tedious job to capture before you move on after calling in your first stuff. One thing you could look at, is buildings, maybe it will be a bit more interesting if not every single building is a perfect garrison (high health, windows to many sides). Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: iggi on April 20, 2008, 05:52:16 pm Your map looks like it's shaping up very nicely M8.
I enjoy making real-world map locale's that offer real world strategic challenges. You may find a need to bend some of the "authenticity" in order to balance or stimulate gameplay but you get over it quickly. Keep up the good work. Should be a good map. -iggi Title: Re: [WIP] 6p_St_Come_Du_Mont Post by: Hartkeks on April 23, 2008, 10:16:59 am Hi there,
I had a skirmish on the map and it was fun (see screenshots), so I think I could release an early beta to give you the opportunity to test the map an give me some input about what needs to be changed. http://files.filefront.com/6p+St+Come+Du+Montsga/;10064624;/fileinfo.html (http://files.filefront.com/6p+St+Come+Du+Montsga/;10064624;/fileinfo.html) The houses in the town probably need to be a bit pre-damage, but then I have to "damage" the surroundings as well to match the destruction. That means a lot of work. I think there could be a smart way to come around that, but I have to check a couple of things first to make it work. [attachment deleted by admin] Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Hartkeks on April 27, 2008, 11:09:36 am So has anyone taken a closer look at the map?
It's not added to the module file yet, but there is a workaround to play and test it. Please give it a try, I need more input about how it plays before I can continue... Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: BoDyBaG2224TLS on April 28, 2008, 04:40:48 pm Downloaded it and I'm going to try to get a game on it tonight.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: TheDeadlyShoe on April 28, 2008, 04:51:10 pm It really needs to get moduled, it's near impossible otherwise, someone always fucks it up and it takes 25 minutes to get the game going.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: BoDyBaG2224TLS on April 28, 2008, 04:53:04 pm You can't just put it into the archives?
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: TheDeadlyShoe on April 28, 2008, 04:55:04 pm no you have to do the module file edit dance
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: BoDyBaG2224TLS on April 28, 2008, 04:59:37 pm Left my dancing shoes in Tibet unfortuently.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: stumpster on April 30, 2008, 09:10:33 pm Can we get this in the module?
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: DerangedGerman on April 30, 2008, 09:23:44 pm watch him say no because the name has too many underscores. ;)
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Nevyen on April 30, 2008, 10:34:59 pm The map is great reconmend it for mod file inclusion.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Saint on April 30, 2008, 10:35:07 pm excellant map man well done
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Aggamemnon on April 30, 2008, 10:37:59 pm Agreed. See I told you it wasn't my map, I was just browsing the mapping bit.....
great work on the map, I'm sure some thing will come to light with more playtime on it as well as more people looking at it, right now though, it's a lot of fun. No offence to the mappers for RTC and Crossroads, but I am sick of playing the same 2-3 maps. Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Osprey on May 01, 2008, 04:14:53 am It's just that some players are too goddamn lazy to get all of the maps in the database. They insist on using 3-week-old mappacks (These maps are updated? No way!). >:( Wouldn't be so bad if the updates were say once every week and a half. I remember a stage were dawn was updated nearly every 2 days. When you've got a 1 1/2 hr window to get a game in, downloading a map for 3 mins can ause delays in getting games started, especially when they turn out to be too laggy or NAT issues. Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Unkn0wn on May 01, 2008, 07:49:37 am Map is in the .module now btw.
(Thanks to Kolath & FL- :D) Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: BradAnderson1 on May 01, 2008, 08:09:15 am this map is awesome
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Aggamemnon on May 01, 2008, 07:58:53 pm Now we need some constructive critics and whatever suggestions improvements can be made to the map and get it in a map pack.
Good map, I'm no expert for layouts but parts of it need checking over like LOS between buildings and ranges and firing lines checked. I'll leave it to the mappers. Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Kolath on May 04, 2008, 10:01:54 am *Mod Action* Removed some of the off-topic posts. Lets keep this on discussion of the map so the mapper can improve it.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Unkn0wn on June 19, 2008, 09:53:02 am Excellent map, hopefully you will consider updating & finalising. It has a lot of potential and could very well become the next Abbeville :P.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Eleven on June 19, 2008, 10:59:15 am Is this map any fun? I hear it is and I'm considering trying it.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Unkn0wn on June 19, 2008, 11:00:02 am Yes, gets my recommendation!
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: AmPmAllied on June 20, 2008, 07:15:07 pm Needs a few clearer lines of fire around the town, makes ATGs nearly useless in that area.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: salan on June 20, 2008, 08:49:40 pm I dunno, it does offer a different style of play, i don't think it really needs any change imo
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Dbozbrown on June 20, 2008, 09:38:01 pm This map seems kinda awkward to me, I cant put my finger on it. But it is based of a real village, so it cants be that awkward.
But Gameplaywise, great map. Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Bodybag2224-Armor on June 20, 2008, 10:03:07 pm I has a very wide "front" I think that is what is awkward. And the fact that is it very city like in one spot then very open in another. I like the map a lot of fun to play.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: DerangedGerman on June 20, 2008, 10:05:40 pm Beautifully detailed. I loved playing on it. It was one of the best games of EIR I have ever played.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Alliespwnzer on June 21, 2008, 10:57:11 am it looks like it could be finalized soon.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Hartkeks on January 08, 2009, 05:29:40 pm Hello,
it's been a while since I released the first beta of this map. The feedback so far was pretty good: looks nice Looking sweet so far, hart. [...] Wow! [...] This looks great! [..] this map looks awesome The map is great reconmend it for mod file inclusion. this map is awesome Unfortunatly I couldn't finish the map due to lack of time. Then EIR went down... But now since EIR is back on and I have a little more time to spend, I started working on the map again and try to finalize this map as soon as possible. I played a couple of 3v3s recently, but - guess what - it was 8x Abbeville and 2x Bastion... ::) So no opportunity to test the map for myself. So if you got suggestions what could be done to improve the map or maybe have a replay, feel free to post it here. Just remember: Excellent map, hopefully you will consider updating & finalising. It has a lot of potential and could very well become the next Abbeville :P. Cheers, Hartkeks Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: AmPM on January 08, 2009, 05:35:12 pm I like the map, not really sure what could be added. Maybe a bit more cover on the open flank?
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Unkn0wn on January 08, 2009, 05:47:07 pm * Tone down some hedges, provide more gaps in them. (Just occasional strokes of hedges that are annoying)
* More cover in fields and on the right side in general. (See relic maps) * City needs tweaking, too narrow streets/building heavy imo. It's a hell for tanks and extensive micro in general imo, kind of breaks with the rural feel as it's too urbanesk for a rural community town. * Weather options Anyway, great to see you're back :). Hope to see an update soon! Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: DasNoob on January 08, 2009, 05:52:24 pm Honestly this is one of my fav. 3v3 maps. Beats the hell out of bastion tbh.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Hartkeks on January 08, 2009, 06:10:32 pm I already added some additional cover on the far side of the town: e.g.: walls, craters, emplacements (not the prebuild but sandbags and stuff...)
I also reduced the health of some buildings in the towncenter and added some building damage. So that not every single house is a perfect garrison. I know there are some hedgerows tha need more gaps. I'm on it. But some are ment to be passed by infantry only. A City has always been bad territory for tanks. So I don't know about that. I'll take a look at it. Weather options should have been in the initial release, so I guess I have to check that... Thanks for the input. Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Unkn0wn on January 08, 2009, 06:14:03 pm Quote A City has always been bad territory for tanks. So I don't know about that. I'll take a look at it. Yes, you're absolutely right but I'm simpy saying that by Relic's standards your streets are very narrow. :) Building to building shooting is also not ideal for gameplay. (Hence why intact buildings should be spread out more for optimal gameplay) Even Vierville doesn't have such tight streets and Vierville is generally a pretty narrow map :). Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: AmPM on January 08, 2009, 06:48:53 pm I like having cities that are not just easy roads for tanks.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Hartkeks on January 10, 2009, 01:05:42 pm Hello everyone,
I have updated the Beta to version 0.2. Changes so far are: - more cover on the flank of town (sandbags, walls, vehicles, etc.) - more gaps in hedgerows - new weather options - replaced some of the large buildings in town - added building damage - testing of custom music - experimental SCAR script with artillery barrage at the beginning of the game to add even more building damage The custom music can't be turned off atm (I'm still experimenting with it) and only works with min. 80 voices enabled in the CoH sound settings. (Otherwise the music will stop because of the artillery barrage sound(just too many it seems)) It's just one song anyway (kind of intromusic) then there will be some "generic" CoH music, wich won't be heard if music is turned off in the settings. Don't know if it will be in the final release at all. The artillery barrage is also experimental. I just wanted to try if it works at all. The setup atm is not ideal. The barrages have to be assigned to a player. So every player get's a barrage. All playerslots have to be occupied. If You are playing 2v2 you have to put computerplayers in the unused slots. The barrages provide los, but the target area will be shown on the minimap (near the centerline of the map), so you can avoid them unless you move into town fast (~25sec). The artillery is kind of random (more target zones than actual barrages), so that the town doesn't look the same twice. Please have a look and give feedback. download link in the first post of the thread: http://forums.europeinruins.com/index.php?topic=4987.0 edit: colorized an important notice ;) Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: suckisucki2 on January 10, 2009, 03:00:04 pm fantastic map
i would like to play a match on new version the changelog sounds very tasty Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Baine on January 10, 2009, 03:06:34 pm I just tried it and the game crashed on me as soon as i heard the music.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Hartkeks on January 10, 2009, 03:15:16 pm Did you play with 6 human players?
As stated above ALL slots must be filled up. Fill the empty slots with computer players if you don't have enough human players. They won't show up ingame anyway as far as I know. Should work fine then. Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Baine on January 10, 2009, 03:33:17 pm I played with one computer player, will try again with all slots filled.
Edit: Ok i tried it and it worked. Looks brilliant! The arty mostly hit the town, destroying some buildings etc. The next time it hit the town again but one barrage went a bit off and hit the right flank (the open fields), that is a neat feature i must say! This will become the new Abbeville, with more variety in it. Good Job so far! Still have to try with human players. Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: stumpster on January 10, 2009, 06:01:58 pm That pre-game artillery is possibly the best thing to happen to mapping since MOAR BLOOM was introduced.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Unkn0wn on January 10, 2009, 06:13:41 pm *must add random artillery to abbeville*
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: stumpster on January 10, 2009, 10:21:19 pm Just played a game of EIRR on there, and the 'intro' custom music is great.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Skaevola2 on January 10, 2009, 10:32:17 pm Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: DerangedGerman on January 10, 2009, 10:43:41 pm That pre-game artillery is possibly the best thing to happen to mapping since MOAR BLOOM was introduced. Your welcome This map has pre-game artillery? Epic! I must obtain this scar code! Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: MistenTHA on January 11, 2009, 08:43:04 am That pre-game artillery is possibly the best thing to happen to mapping since MOAR BLOOM was introduced. Your welcome This map has pre-game artillery? Epic! I must obtain this scar code! Oh gawd no if every map starts with a pre-game artillery barrage -.- Try to mix it up a bit...crashing planes...cut scenes...artistic flash backs ... live interviews with old veterans etc. Anyway off-topic...gonna play it soon. Played the older version extensively, really loved it. --- Just played it, didn't find it majorly different from the older version, but I like the old version so it's all cool~ The new intro music isn't as epic, more funny-like. The artillery was cool. Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Unkn0wn on January 11, 2009, 10:19:23 am Quote live interviews with old veterans lolz Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Sach on January 11, 2009, 11:15:54 am *must add random artillery to abbeville* Make it so it obliterates the entire map and anyone who attempts to bring units on :)Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Baine on January 11, 2009, 11:34:34 am *must add random artillery to abbeville* Make it so it obliterates the entire map and anyone who attempts to bring units on :)*Focus fire on Chateau* Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: martin_the_monkey1 on January 11, 2009, 12:08:12 pm just playet you new map with the arty it was not good the arty takes out the health of most the twon letting a sthu (axis tank howiser tank) one shot them all killing any men in them and cuz they can fire over them can give the axis a big advantage
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: BigDick on January 11, 2009, 01:04:30 pm and i don't like radar station because your calliope can fire from spawn over hedges all over the map
that give the allies a huge advantage calliope abuser damn allies fanboyz ps: great unique map Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: salan on January 11, 2009, 01:06:21 pm I loved the arty change. We played a few games of Reinforcements on it last night. The non static building damage is awesome. It adds to the game and re-playability of the map in so many ways.
definitely going to become a fan favorite. Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Hartkeks on January 11, 2009, 01:22:05 pm Thanks for the feedback.
Anyone with performance issues? Yesterday I tried to play a game and one guy dropped as soon as the arty barrages started. We rehosted, but second attempt failed too. I think it was just too much for his comp. I didn't know the guy, so maybe it's just him. Hopefully it's not a general problem... Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: stumpster on January 11, 2009, 01:26:12 pm We didn't have any issues, although we also didn't have anyone with weak computers. The one problem that I discovered was that even with all the sound channels open (128? 120? Something like that) the defenders seemed to have the intro music cut out.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: salan on January 11, 2009, 01:27:09 pm people need to not look at the city if they have weak computers, it could be a problem for those who do not understand that.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: AmPM on January 11, 2009, 05:49:57 pm I think it does a bit too much damage in town, reducing it from an interesting urban fight to dead buildings and infantry running in circles.
Maybe reduce the number in the town, and spread it out through the middle a bit? Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: salan on January 11, 2009, 06:10:21 pm that would be the only thing I would say as well.. spreading it out some, so its not only centered in town.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: stumpster on January 11, 2009, 06:13:10 pm I'd just say reduce it by maybe 2-3 strikes overall, seems to be a really heavy barrage.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: AmPM on January 11, 2009, 06:14:22 pm I think it would benefit if some of them were moved to the middle of the map, and spread out to create random cover (Craters). I need to get this SCAR though for maps like Industrial Heartland.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: |-|Cozmo|-| on January 12, 2009, 06:14:54 pm Did you play with 6 human players? As stated above ALL slots must be filled up. Fill the empty slots with computer players if you don't have enough human players. They won't show up ingame anyway as far as I know. Should work fine then. why don't you just loop, then you wont need to define all the players at the begging, also you could cut your script down by 5/6ths. Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Hartkeks on January 13, 2009, 11:32:03 am From what I read in the forums, people stated that there were just too many full health buildings in the town being able to be garrisoned, making it too difficult for the attackers to gain a foothold.
So my intention was to reduce the amount of possibilities to fortifiy the town. Therefore I added some pre-damage to buildings to make players think twice to enter some buildings when they units could be lost if the house collapses. Then I got the idea of adding some kind of randomness to the damage using some artillery. Combining both seems to be a little too much though. Since the arty SCAR script was experimental to see if it works at all without causing errors, I'm now going to tone down the caused havoc. I'm trying to reduce the damage output by removing some pre building damage, reducing the number of salvos or spreading out the target zones for the barrages or a combination of all. For the intro music getting cut off: I don't know why this happens. It's a streamed sound and maybe priorities get overwritten by ingame sounds (battlechatter, vehicle sounds, shell impact, etc.) I didn't figured out how to play it through the music channel (which could be turned off in the game options if people don't like it). Seems that there is missing some information in the .bsc file that is needed to play it as actual ingame music. @Cozmo: I first tried to set up a 'neutral' 7th computer player (like in the single player missions) who should have done the arty thing, but I didn't manage to get it to work without errors, so I assigned the arty to 'real' players which works fine when the map is played as 3v3. It only causes an error if no player is found in the checked slot. The main reason I didn't loop the barrage function is, that I have two kinds of randomness in it. The first one is, wich targetzone is selected. The second one is a random offset to the actual barrage. I'm not really a coder, so maybe the SCAR is not how a coder would have done it, but the most important thing for me was, that it would work and cause no errors. Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: DasNoob on January 15, 2009, 02:28:22 am Played it and loved it. Most of the town ended up being destroyed! From what other players have told me... each time is a little different for them.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Kolath on January 15, 2009, 10:13:05 am I really like the random barrages. Great work!
The music is also hilarious! ;) Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: martin_the_monkey1 on January 15, 2009, 12:09:40 pm i take it back what i said about the buildings dyeing to easy cuz i just took a calliope to the field and leveld every building on the map in 3 shots wiping out all the axis defences on the fild it now my fav map for attacking
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: |-|Cozmo|-| on March 22, 2009, 05:47:54 am A few weeks ago, i fixed/changed hartkeks code to allow any number of players, however i didn't want to release it without his go ahead, but he seems to have left this community.
I'm not sure what to do,should I release the changed version or not? Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Akranadas on March 22, 2009, 07:45:27 am No. Not without the map creators permission
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: |-|Cozmo|-| on March 22, 2009, 09:33:07 am Fair enough.
Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Hartkeks on April 18, 2009, 12:03:53 pm Updated version available.
- deleted the map description from the .info file, because it made the map crash under patch 2.501. - Added Cozmo's fix (special thanks for figuring this out) to the SCAR code, so player slots can remain empty (if you want to play a 2v2) without making the map crash. http://files.filefront.com/6p+st+come+du+montsga/;13619120;/fileinfo.html Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Unkn0wn on May 17, 2009, 04:02:07 pm Hartkeks, map is still broken. It shows the strategic points ingame.
I had the same issue with Abbe winter, this is caused by starting positions sharing sectors. Please fix asap, we will patch it in. I'll do it for you if you don't reply after several days. Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Armfelt on May 17, 2009, 04:05:55 pm ...we will patch it in. Sorry if I ask, it is maybe stated elsewhere, but may i ask for an estimated release for the great patch and reset of profiles? ::) Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: AmPM on May 17, 2009, 04:07:40 pm Now that I know thats a cause of map error, I can get some others working.
Kolath, if you view this, can I check Ardennes to fix it? Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Unkn0wn on May 17, 2009, 04:11:18 pm That'd be great if you could AMPM.
Kolath hasn't been around in a while so I suggest you just go ahead with it as long as you stick to just fixing it. (Fix the loading screen for your maps and his while you're at it, just move them out of the loading folder back with the rest of the files) When I say we will patch it in I'm not referring to 006, these mapfixes can be added in the moment they become available. Would be nice though if we can have all the maps fixed for the 006 installer. Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: AmPM on May 17, 2009, 04:16:44 pm I'll try and get all my stuff done, mostly....
I got some time off this week without the kid, so should be able to tackle it. Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: Unkn0wn on May 17, 2009, 04:23:51 pm Aight, just try the fix the maps that are currently coming with the installer first.
Gotta get all those maps working ASAP. We can also look into 'cutting' some of the current maps that simply aren't fun or that no one likes to play. Just a waste of MBs that could be used on better maps. Is lambert working btw? Title: Re: [BETA] 6p_St_Come_Du_Mont Post by: AmPM on May 17, 2009, 05:21:56 pm Of course, that map is basic.
I'll use this time to shrink down FC a bit, and get Industrial all done. |