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Author Topic: Logistics War  (Read 4194 times)
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drnco_man Offline
EIR Regular
Posts: 2


« on: January 09, 2010, 01:01:36 pm »

I don't know if this style of map would suit the EIR style since major choke points, but Ill post it anyways.
Its four players right now and has a lot of different sectors, if more players are needed for it, I can probably add more and cut down on territory since I have to recalculate TER anyway.

Screen shots are here
http://forums.relicnews.com/showthread.php?t=235483

I'm going to post some directly to this forums pretty quick, I'm just going to take some more  up to date ones.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #1 on: January 09, 2010, 01:06:09 pm »

It looks great.
I think its way too big for a 2v2, should probably be 3v3 or even 4v4.
If you can remove the water and bridges it should be fine gameplay wise.
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i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #2 on: January 09, 2010, 01:47:57 pm »

Hey, that looks great indeed Smiley.
It's probably too narrow for a 3vs3/4vs4 Elitegren.

Can work as a 2vs2 I'm sure, would just need resectoring. It does seem to be very long though, interesting either way. I'll check it out in the WB!
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drnco_man Offline
EIR Regular
Posts: 2


« Reply #3 on: January 09, 2010, 02:06:54 pm »

If any more experienced EIR player would want to redo the territory, they can since they'll do a better job because I don't play EIR anymore.
If not I'm perfectly capable of doing it myself.
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Tymathee Offline
Donator
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Posts: 9741



« Reply #4 on: January 09, 2010, 02:33:52 pm »

woo that's a lot of sectors Smiley def needs a good re-sectoring. I think the water & bridges are fine, it looks as if there's two other places to cross. if the water is fordable i thikn its all good, it's not as close as vengence is so you wont have a lot of battles around the water until late game but who knows. gonna dl & play it
Logged

"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #5 on: January 09, 2010, 02:39:05 pm »

Looks good, however these would be my points about it to make it work in EiRR :

Expand the map's wideness. It's far too narrow for a good EiRR game - otherwise it'll become far too campy and support weapon spam would rule the day.

Remove the rivers. They'll really screw up getting to the frontline from either spawn...

Widen the spawns, I think the buildings and stuff may bug out units.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #6 on: January 09, 2010, 02:42:14 pm »

Church is narrow as hell, and you love that map 8D
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #7 on: January 09, 2010, 02:46:25 pm »

Rivers are fine, width is fine. We can add/convert bridges to make the non-destroyable and to make the rivers crossable.

People in this mod love to whine when given a tactical/strategic challenge on a map, if they had their way all maps would be a flat table with some hedges and buildings on them.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #8 on: January 09, 2010, 02:53:14 pm »

Yea I agree AMPM, the Lenght & Width of the map really does give it a whole different approach.
It'd probably be quite an intense 2vs2. Just needs complete resectoring.

Overall, if it isn't final yet I would also suggest adding a little more splats and splines.
« Last Edit: January 09, 2010, 02:55:38 pm by Unkn0wn » Logged
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #9 on: January 09, 2010, 03:56:13 pm »

if you keep the rivers, it forces ppl to rush from spawn right over the bridges, else the map is way too long and ppl camp too much
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #10 on: January 09, 2010, 04:01:20 pm »

Well, if 2 MGs with 2 mortars with 1 ATG and HHAT squad coming down each road and taking up positions in the no-flanks enviroment is different... then yes - the map would be different.

Is it something we desire, though?
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #11 on: January 09, 2010, 04:06:39 pm »

I took a look in the WB, it'd take more than 2 MGs and 2 ATGs to lock it down completely :p
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #12 on: January 09, 2010, 05:28:10 pm »

Shhh...Mysthalin is complaining, leave him be =)
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Tymathee Offline
Donator
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Posts: 9741



« Reply #13 on: January 09, 2010, 05:35:06 pm »

I just played a skirmish on it. Width is fine. The right side on top and bottom are are fordable. There's a foot bridge on the left side of both rivers.

on both sides maybe take out the big huge bush at the spawns. '

the city is a bit congested but it's random enough to where you can't put one hmg and lock down, great opportunities for flanking lots of green cover and shot blockers. Def not an 88 map unless you want to place it at the bridge or your spawn, other-wise forget it. I like it, def needs a re-sectoring, lots of small sectors
« Last Edit: January 09, 2010, 05:38:04 pm by Tymathee » Logged
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