COH: Europe In Ruins

EIR Main Forums => Projects & Mapping => Topic started by: overfreeze222 on December 13, 2008, 02:23:16 am



Title: [Beta] 4p_Varaville
Post by: overfreeze222 on December 13, 2008, 02:23:16 am
Just a map i made over the last week or so. Plz post feedback  ;)


http://rapidshare.com/files/243940208/Betamap.sga.html




if anyone wannts to try it out PM me if im not in AFK channel on Vent

New Version out - details on Page 2

[attachment deleted by admin]


Title: Re: [Beta] 4p_Varaville
Post by: Sparky23 on December 13, 2008, 02:58:00 am
falty link >> also very nice mapp


Title: Re: [Beta] 4p_Varaville
Post by: Schultz on December 13, 2008, 03:40:58 am
Map looks great!


Title: Re: [Beta] 4p_Varaville
Post by: Draken on December 13, 2008, 03:45:30 am
looks like 88s heaven!


Title: Re: [Beta] 4p_Varaville
Post by: UnLimiTeD2 on December 13, 2008, 04:24:36 am
More bushes, especially in the fifth picture.
The first and last pic look pretty similar to me. Very similar.


Title: Re: [Beta] 4p_Varaville
Post by: Smithy17 on December 13, 2008, 04:35:29 am
Lets have a different name, I'm bored of '-ville's.


Title: Re: [Beta] 4p_Varaville
Post by: overfreeze222 on December 13, 2008, 04:41:58 am
i couldnt think of a different name, plus varaville sounds kool. and yes unlimited, they are the same, my bad. waddya mean more bushes? wats rong with wats there?


keep in mind its only a beta


Title: Re: [Beta] 4p_Varaville
Post by: UnLimiTeD2 on December 13, 2008, 04:56:05 am
5th picture, the houses only stand there in the nothingness.
Some bushes, grass, or just some splats would really benefit the atmosphere.


Title: Re: [Beta] 4p_Varaville
Post by: overfreeze222 on December 13, 2008, 05:03:40 am
ahh k thanks for the advice ;)


Title: Re: [Beta] 4p_Varaville
Post by: overfreeze222 on December 13, 2008, 06:51:13 am
5th picture, the houses only stand there in the nothingness.
Some bushes, grass, or just some splats would really benefit the atmosphere.


yer its fixed check it out


Title: Re: [Beta] 4p_Varaville
Post by: Unkn0wn on December 13, 2008, 06:54:23 am
I'm not sure about that lake being there, it seems like this will effectively funnel 2 players into 1/2 of the map making it an absolute death zone for attackers.


Title: Re: [Beta] 4p_Varaville
Post by: Schultz on December 13, 2008, 07:23:05 am
We tried to 1v1 with chaos, but map didnt show on list.. :p
So..dunno


Title: Re: [Beta] 4p_Varaville
Post by: UnLimiTeD2 on December 13, 2008, 07:48:04 am
Now this looks sort of more natural.
Nice working.


Title: Re: [Beta] 4p_Varaville
Post by: overfreeze222 on December 13, 2008, 09:55:30 pm
I'm not sure about that lake being there, it seems like this will effectively funnel 2 players into 1/2 of the map making it an absolute death zone for attackers.


Yer i edited it. now the gap in the trees near the pine forest on the right hand side is fordable from the behind the house on the island.

And if u want to play it u have to edit ur .module folder in the CoH Directory and not run it thru the launcher. Just do it like a normal vCoH game, but thru the Europe in Ruins Shortcut


Title: Re: [Beta] 4p_Varaville
Post by: overfreeze222 on December 17, 2008, 12:43:33 am
New Version out.


- Added small detail improvements in lowest towns.
- Section of Water Behind island Farmhouse now fordable.


Title: Re: [Beta] 4p_Varaville
Post by: Lai on December 17, 2008, 02:25:29 pm
New Version out.


- Added small detail improvements in lowest towns.
- Section of Water Behind island Farmhouse now fordable.

Certainly improvement, but water is seldom good for gameplay. Learn from 6p_Dawn. It's not bad but the map would be better if the lake was omitted.


Title: Re: [Beta] 4p_Varaville
Post by: TheShark on December 20, 2008, 08:41:57 am
I have mades some more adjustments.
 

 Removed two houses in uppermost town (refer to picture)
 Removed Church and replaced with Chateau (Picture)
 Balanced out the territories and added one in. There are now 14 territories all up.


(btw im overfreeze222)

[attachment deleted by admin]


Title: Re: [Beta] 4p_Varaville
Post by: Duckordie on December 20, 2008, 09:43:11 am
I Went thro it and took a look,

1, at the top, remove 50% of the trees, way to much trees that will lag the game, also, this map is a party for rangers and airborne due tank can get trap in those tree lines, way to many, and looks boring, try add some splats to it.

2, to much water, you can just bring hmg and paks and some tukas and you win the game, make it so you can flank the top.

3, The number of houses is good, put try to add stuff so it looks like peopel live there



// Beta map test team


Title: Re: [Beta] 4p_Varaville
Post by: Lolto on December 20, 2008, 02:10:33 pm
Large Pine trees are very difficult to destroy and cannot be crushed, maybe you should add the thee various types of smaller pines rather then a huge amount of large pines that will be bound to cause endless problems for the map.


Title: Re: [Beta] 4p_Varaville
Post by: TheShark on December 20, 2008, 11:51:13 pm

2, to much water, you can just bring hmg and paks and some tukas and you win the game, make it so you can flank the top.



The Section of water behind the farmhouse is fordable, but i mite add a bridge their later


Title: Re: [Beta] 4p_Varaville
Post by: overfreeze222 on January 01, 2009, 06:03:53 am
Well i have added some stuff in, removed some stuff and made the map more playable.


 -removed a fair amount of water, replaced with land and fordables sections.
 -made largest field smaller and added 2 more houses
 -section of water behind island is DEFINETLY fordable now
 -removed row of groves near lake to open up and make harder to defend
 -added a few more splats


 Link is on front page


Title: Re: [Beta] 4p_Varaville
Post by: Spitfire92 on January 06, 2009, 06:55:22 pm
looks like a country version of st.hillaire.


Title: Re: [Beta] 4p_Varaville
Post by: overfreeze222 on January 23, 2009, 06:53:32 am
I am changing this map completely, still same layout, but its going to be a ruined town, lots of heavy fighting and stuff. One lake is being taken out and the other made much smaller, and more than likely omitted in future.


I wood also like some more ppl to try this map with me when i get back and edit the map (29th Jan). Plz post here or ask in vent if ur interested.



Title: Re: [Beta] 4p_Varaville
Post by: LeoPhone on January 30, 2009, 06:29:29 am
you all say it looks great, but i dont see screenshots  ???


Title: Re: [Beta] 4p_Varaville
Post by: Killer344 on January 30, 2009, 06:52:27 am
Because they were here until EIR´s webhost was changed a couple of days ago..


Title: Re: [Beta] 4p_Varaville
Post by: overfreeze222 on January 30, 2009, 08:52:42 pm
Yer ill put the screenies on filefront soon.


Just gotta finish changing it all :)


Title: Re: [Beta] 4p_Varaville
Post by: .::HeaTSeeKeR::. on February 06, 2009, 04:40:13 am
ummm screenies didnt work on filefront so i posted on OMG webby the thread is Varaville Remade.


Title: Re: [Beta] 4p_Varaville
Post by: jackmccrack on February 06, 2009, 11:22:42 pm
4p_Betamap.sga does not sound very attractive.


Title: Re: [Beta] 4p_Varaville
Post by: jackmccrack on February 06, 2009, 11:45:28 pm
BUG: One of the spawns is too thin. It is the one in the NW, with the little forest path. Tanks cannot get through.


Title: Re: [Beta] 4p_Varaville
Post by: 31stPzrGrenadier on February 06, 2009, 11:46:32 pm
Bad Map Design.

1. While the forests are certainly realistic looking, it does not help gameplay. It overly favours infantry. Reduce the number of trees by an average of 2 per 32x32 m square.

2. The craters in the road disrupts the pathing completely. Favours defence more than even battle.

3. One of the forest entrance are made too small. A tiger cannot pass through it.

4. Please do more design evaluations first.


Title: Re: [Beta] 4p_Varaville
Post by: .::HeaTSeeKeR::. on February 07, 2009, 12:36:51 am
4p_Betamap.sga does not sound very attractive.

theres a reason its called that.....


Title: Re: [Beta] 4p_Varaville
Post by: .::HeaTSeeKeR::. on February 07, 2009, 12:41:27 am
Bad Map Design.

1. While the forests are certainly realistic looking, it does not help gameplay. It overly favours infantry. Reduce the number of trees by an average of 2 per 32x32 m square.

But u should also have noticed that the majority of trees are around the spawns, not exaxtly game chaniging, and most of the trees are crushable

2. The craters in the road disrupts the pathing completely. Favours defence more than even battle.

Easily fixed

3. One of the forest entrance are made too small. A tiger cannot pass through it.

Dito 2nd Quote

4. Please do more design evaluations first.

Explain?


Title: Re: [Beta] 4p_Varaville
Post by: jackmccrack on February 07, 2009, 12:48:43 am


theres a reason its called that.....
[/quote]

What reason is that?


Title: Re: [Beta] 4p_Varaville
Post by: .::HeaTSeeKeR::. on February 07, 2009, 12:50:50 am
so u dont have to screw around with the module file :)

didnt u know about that mr. mccrack?


Title: Re: [Beta] 4p_Varaville
Post by: jackmccrack on February 07, 2009, 12:52:20 am
I did not.


Title: Re: [Beta] 4p_Varaville
Post by: .::HeaTSeeKeR::. on February 07, 2009, 01:40:12 am
then i am gald we have cleared that up.


Title: Re: [Beta] 4p_Varaville
Post by: 31stPzGren on February 07, 2009, 01:49:36 am
Bad Map Design.

1. I refer to the trees around the city. Generally, non-crushable trees and craters on the roads does not allow the option for a fast attack charging down the road. If you want the game to be played in this manner then my comment is invalid.

As it is, there is a hell lot of pine trees on "rolling terrain" which does not make sense. Go into a jungle and you'll see that terrain aren't so unnaturally propped. It reminds me of oblivion 4 with its weird terrain. Do more smoothing. Take a look at maps with height lines, observe the distribution of soil height and "recon" the ground to have a look at how trees are placed.

2. The craters in the road disrupts the pathing completely. Favours defence more than even battle.

Easily fixed

4. What I meant by design evaluation is like... How do you want the players to fight? Most EiR maps are based around "fight over the town in the middle" concept. Personally I don't like this because it is rare that two armies come together and meet head to head in an urban setting. More often than not, they are skirmishing outside a town, or someone's attacking someone elses town or bridge or some major location.

Playing your map a little, I see the intention to allow flanking to move to the rear to hit the enemy but the placement of the trees and craters makes even a proper well execute rear flank easy to counter due to the terrain. By the virtue of using MCPs divided down the middle of the map, someone can just camp in the buildings and ignore all the flanking. Side grids has to be improved slightly.

Think about how you want the game to play out, how you want to prevent abuses and stuff by implementing design features. Thats what I meant by doing more "design" evaluations. Plan your map out rather than just making something that seems fun and nice.


Title: Re: [Beta] 4p_Varaville
Post by: .::HeaTSeeKeR::. on February 07, 2009, 02:54:43 am
Bad Map Design.

1. I refer to the trees around the city. Generally, non-crushable trees and craters on the roads does not allow the option for a fast attack charging down the road. If you want the game to be played in this manner then my comment is invalid.
Ahh but 90% of the trees around city ARE crushable


Quote
As it is, there is a hell lot of pine trees on "rolling terrain" which does not make sense. Go into a jungle and you'll see that terrain aren't so unnaturally propped.


and plz explain wat rollling terrain is.


Title: Re: [Beta] 4p_Varaville
Post by: .::HeaTSeeKeR::. on February 07, 2009, 02:59:28 am
BUG: One of the spawns is too thin. It is the one in the NW, with the little forest path. Tanks cannot get through.

yea im gonna change it to a double spawn point like in crossroads


Title: Re: [Beta] 4p_Varaville
Post by: .::HeaTSeeKeR::. on February 12, 2009, 04:13:02 am
new version out

if all goes well this shood be the final one just gotta get it played more

(btw Snoobish, Gunny and Speed12ricer can u plz post a comment here about the match on it)


    -widened spawn
    -moved a few splats
    -changed some trees around from uncrushable to crushable


thats it :)

Also, lookout for my next map, Forked Road (original eh? ;))


Title: Re: [Beta] 4p_Varaville
Post by: salan on February 12, 2009, 04:16:39 am
look forward to trying it


Title: Re: [Beta] 4p_Varaville
Post by: Schultz on February 12, 2009, 06:15:02 am

Also, lookout for my next map, Forked Road (original eh? ;))

Maybe we can have that as exclusive to EiRR  ;D ::) :D


Title: Re: [Beta] 4p_Varaville
Post by: .::HeaTSeeKeR::. on February 15, 2009, 06:05:54 am
wait till its finished :)

im still not 100% on the design of it so..... cood be a while


Title: Re: [Beta] 4p_Varaville
Post by: overfreeze222 on March 15, 2009, 05:51:38 am
seems my last post was false. Ive made more changes.

 - Changed lots of trees
 - Moved some splats
 - Some detail changes

thats about it. :)

link on font page


Title: Re: [Beta] 4p_Varaville
Post by: Schultz on March 15, 2009, 09:12:00 am
Is it finished yet ? Can we add this to the database so we can test it?


Title: Re: [Beta] 4p_Varaville
Post by: Unkn0wn on March 15, 2009, 11:12:12 am
You shouldn't 'move' some splats, you should add a lot more ;).

Also, screenshots!


Title: Re: [Beta] 4p_Varaville
Post by: overfreeze222 on March 18, 2009, 01:49:52 am
Ahh, there are PA-LENTY of splats, just not in the rite spots.


Title: Re: [Beta] 4p_Varaville
Post by: sgMisten on March 18, 2009, 03:10:18 am
Main area of contention is essentially 2 open areas with some wrecked houses in the middle to split it. Then on either end of that area are some garrisonable houses to allow defenders to dig in.

Could be alright, but the game we just played was really really static, so not gonna be able to comment much.


Title: Re: [Beta] 4p_Varaville
Post by: overfreeze222 on March 18, 2009, 05:48:54 am
tbh i dont think this works well with R mode. woodnt mind some atk/def games on it


Title: Re: [Beta] 4p_Varaville
Post by: salan on March 18, 2009, 11:33:11 am
I have it on my list to add to the module for 004 don't worry.


Title: Re: [Beta] 4p_Varaville
Post by: Lai on March 21, 2009, 07:06:50 am
the huge fence needs some openings.


Title: Re: [Final] 4p_Varaville
Post by: overfreeze222 on June 12, 2009, 09:25:46 pm
Ok. I have decided to start workin gon my map again and its finally finished. The last few changes were:

- Moved houses in the center further down the map, to balance it out.
- Replaced houses with a little town square, some trees and things.
- Put openings in the large fence stretching across the big field.
- Removed/replaced some more trees.

And Unless there are some balance issues that really stick out, that should be it.

Link on front page