*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
June 16, 2024, 01:07:12 pm

Login with username, password and session length

Resources

Recent posts

[June 14, 2024, 01:23:36 pm]

[May 28, 2024, 01:28:23 pm]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]

[December 25, 2022, 11:36:26 am]

[December 14, 2022, 12:10:06 am]

[September 22, 2022, 06:57:30 am]

[August 22, 2022, 05:10:35 pm]
Pages: 1 [2]   Go Down
  Print  
Author Topic: [Final] 6p_Somewhere in Normandy  (Read 8959 times)
0 Members and 1 Guest are viewing this topic.
Zer03eleven Offline
EIR Regular
Posts: 8


« Reply #20 on: January 13, 2010, 04:15:19 pm »

Yea.. created by Zer03eleven, with the rain on and a flash of lightning in the back groung with some tanks. It's pretty hard to take a bad screen shot of this map. It's just that I can't get the loading screen to show up "in game".

I've created a loading folder and put the .tga file inside but no luck.

I've also began the 8p EIR version,  having a bit of trouble getting pos 7 & 8 to work but here's a screen with the modified sectors.

« Last Edit: January 13, 2010, 04:45:47 pm by Zer03eleven » Logged
Unkn0wn Offline
No longer retired
*
Posts: 18377


« Reply #21 on: January 13, 2010, 04:23:54 pm »

The loading screen .tga no longer has to be in a seperate loading folder. Just needs to be in with the rest of the files.

I must say the map is astonishing, it could've easily been a singleplayer Relic map. That being said, I'm not sure how it can work in EIR, it might be pretty difficult considering it's been built specifically with vCOH in mind and all. Some maps are more easily converted than others but this one would probably be a tough nut and I'm not sure just redoing the sectors will cut it.

Can't click the screenshot for some reason btw.

Is this the only map you've ever created and are you still actively creating new ones? You're very talented and it would be amazing if you could create some EIR specific custom maps for us to enjoy. (Or if you have any other maps laying around that you can convert) If you look at the average EIR map, while of decent enough quality, they're often pretty simple and straight forward which makes them easy to create.
« Last Edit: January 13, 2010, 04:32:47 pm by Unkn0wn » Logged
Zer03eleven Offline
EIR Regular
Posts: 8


« Reply #22 on: January 13, 2010, 04:51:21 pm »

That last screen should work, thx for the advise on the loading screen.

This was my first and only map, but I'd be willing to make some EIR specific maps, I'll have a look at a few to get an idea of the prefered layout.

I'd really like to see if I can modify this one to work as well since so much time has gone into it already.

Are the fixed positions a problem?
« Last Edit: January 13, 2010, 04:59:03 pm by Zer03eleven » Logged
Unkn0wn Offline
No longer retired
*
Posts: 18377


« Reply #23 on: January 13, 2010, 05:56:00 pm »

No, although most likely a lot of people would just play random starting positions on it.
Since EIR has no base building it doesn't really matter though what side you start on and whether or not that side is 'themed' . Anyway, definitely no harm in trying to get this one to work in EIR. We'll facilitate it and have people give it some test runs once you've resectored it and go from there I guess.

As for custom EIR maps, generally speaking rectangular maps with few (increasing amount of sectors towards the middle) grid-type, big, sectors work out great. Since the emphasis is entirely on combat the map has to facilitate that. (So no cut-off sectors, etc) There's also no base building zones and overall maps shouldn't be too big. (2vs2 about the size of Rails and metal or a bit smaller for example)

Anyway, when and if you intend on creating an EIR specific map just post here and we'll be able to help you on your way, answer questions, give input throughout map development, etc. You could definitely consider opening up a few EIR maps in the WB  to get an idea (Unpack the .sga with corsix, there's a thread listing the most popular maps) or just play a few games.

For now, keep up the great work!
The resectoring looks about right, perhaps add a few more in the center and make sure that sector balance favours no side. (You could either have pefectly even amount of sectors for both sides which leads to stable but 'slower' gameplay or have an additional sector so that one side always has a slight advantage, putting gameplay in higher gear)
Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #24 on: January 13, 2010, 06:44:12 pm »

Yea.. created by Zer03eleven, with the rain on and a flash of lightning in the back groung with some tanks. It's pretty hard to take a bad screen shot of this map. It's just that I can't get the loading screen to show up "in game".

I've created a loading folder and put the .tga file inside but no luck.

I've also began the 8p EIR version,  having a bit of trouble getting pos 7 & 8 to work but here's a screen with the modified sectors.



ooh, i like how it's split like that in the 4v4. I think if you could change it on the 4v4 and make it so that the starting positions are from top/bottom rather than left/right because that would put the water in the middle. At the moment, the right side has a huge advantage in terms of defense, splitting it puts the left and right sides fighting each other and in a similar situation. I'm gonna check out the map in game though and give more input later.
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.
Zer03eleven Offline
EIR Regular
Posts: 8


« Reply #25 on: January 13, 2010, 08:13:11 pm »

Ok, I moved the starting locations to the left and right side of the map. Here's an updated overview. I most likely will get rid of the river around the island that seems like it would give the right side an advantage.

Anyway I uploaded the EIR 4v4 version. 'see first post'

Can we get that one installed so we can see how it plays and get some feed back.

« Last Edit: January 13, 2010, 10:39:05 pm by Zer03eleven » Logged
Computer991 Offline
Donator
*
Posts: 1219



« Reply #26 on: January 14, 2010, 12:49:02 am »

Teach me your ways sensei,i saw this on WB,looks so nice too bad my computer sucks.
Logged

Baine Offline
Steven Spielberg
*
Posts: 3713


« Reply #27 on: January 14, 2010, 07:00:34 am »

This map is so insanely nice and big. I mean we don't have maps like these anymore (AmPm's FC may rest in piece  Tongue ).

This could be a map where you will have to move around, and 88s won't be too hard to overcome but on the other hand can use their range effectively!
Logged

Unkn0wn Offline
No longer retired
*
Posts: 18377


« Reply #28 on: January 14, 2010, 07:05:13 am »

Actually, It was actually 'smaller' than I thought it would be.

Map size is 640 x 640, by comparison Abbeville is 604 x 348 or something.
So a good size for a 4vs4, the fact that it's square shaped does make things difficult though
Logged
Duckordie Offline
Community Mapper
*
Posts: 1687



« Reply #29 on: January 14, 2010, 09:02:00 am »

Agree, It will only be 1vs1,1vs1,1vs1 and 1vs1. Or 4vs1

Abbebille is the perfekt 4va4 map Size, (Yes u can flank)
Logged

^<-- Duck ™ and ©


 We need more axis players!:
Killer344 Offline
The Inquisitor
*
Posts: 6904



« Reply #30 on: January 14, 2010, 09:53:35 am »

perfekt? rofl.
Logged

If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Baine Offline
Steven Spielberg
*
Posts: 3713


« Reply #31 on: January 14, 2010, 10:50:30 am »

That's german, maybe he wants to learn the language.
Logged
Pages: 1 [2]   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.071 seconds with 36 queries.