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Author Topic: It's back! 4p_Airfield [BETA]  (Read 7145 times)
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Unkn0wn Offline
No longer retired
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Posts: 18378


« on: March 12, 2008, 07:54:02 am »



Decided to re-release.
Revamped sector design, spawn positions, heightmaps & added weather options.
More support will follow, depending on the input

http://files.filefront.com/4p+Airfieldsga/;9804034;/fileinfo.html
« Last Edit: March 16, 2008, 09:19:03 am by Unkn0wn » Logged
Bonte Offline
EIR Veteran
Posts: 1234


« Reply #1 on: March 12, 2008, 08:06:17 am »

i love this map..didnt get why it just faded away
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I'm too candid to hide something like that. Smiley
Candid - frank; outspoken; open and sincere: a candid critic

You must really think im an idoit.
Unkn0wn Offline
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Posts: 18378


« Reply #2 on: March 12, 2008, 08:19:32 am »

Mainly due to lack of popularity Shocked.
Either way, really wanted to give it another try, else all my hard work on this map has been in vain.

Sector system:

(No sectors on the flanks)
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Akranadas Offline
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Posts: 6906


« Reply #3 on: March 12, 2008, 08:30:10 am »

Looks good!
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #4 on: March 12, 2008, 01:40:12 pm »

2v2?  It looks good.
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Forefall Offline
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Posts: 1926


« Reply #5 on: March 12, 2008, 01:45:40 pm »

Looks awesome!  Love the airfield.  My one suggestion would be to add more sectors approaching the base, instead of the 1 large one at each spawn point.  Otherwise, if someone owns the town it will be 90% of the sectors, rather than something more moderate like 70 or 80%.
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Thtb-Ally Offline
The German Guy on the Ally side?
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Posts: 1812


« Reply #6 on: March 12, 2008, 01:56:14 pm »

More inf Cover Please.
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Ucross Offline
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Posts: 5732


« Reply #7 on: March 12, 2008, 02:07:18 pm »

yeah, too little sectors = MCP very significant.
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Unkn0wn Offline
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Posts: 18378


« Reply #8 on: March 12, 2008, 06:05:44 pm »

Looks awesome!  Love the airfield.  My one suggestion would be to add more sectors approaching the base, instead of the 1 large one at each spawn point.  Otherwise, if someone owns the town it will be 90% of the sectors, rather than something more moderate like 70 or 80%.

Actually, it might be hard to see but there's 2 sectors next to eachother at the spawns, so two teams basically get 2 sectors from start. Then there's 7 sectors in the middle, 2 on each end, 2 in the middle and the actual airstrip.
It's a 2vs2 at the moment, just for the record.

I think this should work out fine but only playtesting will tell Smiley.

Thanks for the kind words, hope ya'll will give it a try, download link is up and the map is in the .module.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #9 on: March 12, 2008, 06:07:02 pm »

Might be better to use an overhead from vCoH.  The manpower point markers help show location and number of sectors.
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Unkn0wn Offline
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Posts: 18378


« Reply #10 on: March 12, 2008, 06:10:20 pm »

I think those sectors at the spawns are linked to Starting Postions so it wouldn't matter Tongue;
I'll keep that in mind for next time though!

With the current sector design, the right side field on the flank might be a waste but I hope it will at least still proof to be useful for the occasional flanking manouver Smiley. I'm eagerly awaiting your feedback, would like to get this map finalised pretty fast if all goes well!
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fldash Offline
Founder
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Posts: 9755


« Reply #11 on: March 12, 2008, 06:23:01 pm »

We played this and Forefall and I felt it was a little imbalanced.  If you are attacking from the north corner, you are at a pretty significant disadvantage.
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Forefall Offline
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Posts: 1926


« Reply #12 on: March 12, 2008, 06:24:07 pm »

I played it.  Seemed very easy to defend, especailly with the gates setup like that.  Plus 2 sectors only is hard on the attacker to start.  Consider moving some of the sectors towards each spawn and also maybe adding in 2 sectors near the spawn, so the map would be 4 one side, 7 mid, 4 one side.also, across the airfield, you should probably be able to pass through the hedge for balance reasons.
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Unkn0wn Offline
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Posts: 18378


« Reply #13 on: March 12, 2008, 06:32:58 pm »

Aight, will look into it tomorrow!
Did you win? Smiley
« Last Edit: March 12, 2008, 06:34:35 pm by Unkn0wn » Logged
bromly
Guest
« Reply #14 on: March 13, 2008, 11:02:13 pm »

needs more sectors in teh spawns, we managed to maintain the allies out of it WAY to easily and they bled to death in under 20 mins.. BAD MAP LEAD, BAD BAD!
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #15 on: March 13, 2008, 11:46:13 pm »

Unkn0wn, Forefall and I pwned.
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Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
Unkn0wn Offline
No longer retired
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Posts: 18378


« Reply #16 on: March 16, 2008, 09:22:45 am »

Need some feedback on the new version (The one with the additional sectors).
In the next version I intend on:
- Adding a real control tower instead of the current crappy one
- Replacing the airstrip by a real one
- Adding some detail, additional cover & more

Also, if anyone could take a good screenshot on this map to replace the current loading screen, would be appreciated Smiley.
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JawbrkrTLS Offline
EIR Veteran
Posts: 108


« Reply #17 on: April 24, 2008, 08:04:42 am »

My opinion on this map is it is not good.

INF cover just isn't there... the Hangars can be garrisoned by MG squads (which they shouldn't be allowed too) and the territories just plain suck on the layout.

There also might be another issue... I couldnt drop more than 15 pop on this map last night... even though I had plenty of pop to spare I could not do it.
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GenericNameAxis Offline
EIR Veteran
Posts: 176


« Reply #18 on: April 24, 2008, 03:37:49 pm »

I have to agree with Jawbrkr I just build a little walnut of Mgs and mortars in the center and I was never kicked out...

 We really should have done St.Winn
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ke
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