*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 27, 2024, 04:34:48 pm

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

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

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

[March 08, 2024, 12:09:37 am]

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

[February 04, 2023, 11:46:41 am]
Pages: 1 [2]   Go Down
  Print  
Author Topic: [BETA]4p_Gold_Sector  (Read 13027 times)
0 Members and 1 Guest are viewing this topic.
spartan117 Offline
Community Mapper
*
Posts: 65


« Reply #20 on: May 15, 2009, 08:17:47 pm »

tanktraps at the southern spawn.
K, but i wouldn't describe those as strange, the Germans had them for defense on a lot of beaches.I do agree those can block troops. I'll get rid of the ones near the spawns.
Logged

Mysthalin Offline
Tired King of Stats
*
Posts: 9028


« Reply #21 on: May 16, 2009, 06:11:14 am »

it makes sence in terms of realism and looks, but does not in terms of gameplay. There's also a quite a few hedges that look good in terms of "wow, this is like from a picture!", but just doesn't work in terms of gameplay.

I would advise against using tanktraps at all, as some of them are absolutely uncrushable and indestructible(even with a jagdpanther) - as we found out one time with Ununoctium while beta testing his map.
Logged

Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #22 on: May 16, 2009, 06:39:31 am »

it makes sence in terms of realism and looks, but does not in terms of gameplay. There's also a quite a few hedges that look good in terms of "wow, this is like from a picture!", but just doesn't work in terms of gameplay.

I would advise against using tanktraps at all, as some of them are absolutely uncrushable and indestructible(even with a jagdpanther) - as we found out one time with Ununoctium while beta testing his map.

I agree.
BTW the only bugged tank traps are the single dragons teeth and the barbedwire tank traps.
Logged


Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything.  Its really really frustrating.
Your tiger is a whore
Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #23 on: May 17, 2009, 11:22:47 am »

This map is biased towards players starting from land. You got 2 buildings, better positions,
and if you hold half of the map you got 0.6 pop compared to 0.4 from players atacking from beach side.
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #24 on: May 17, 2009, 11:36:59 am »

Yea sectors need a rework.
Logged
Malevolence Offline
Donator
*
Posts: 1871



« Reply #25 on: May 17, 2009, 12:33:56 pm »

Quote
This map is biased towards players starting from land. You got 2 buildings, better positions,
and if you hold half of the map you got 0.6 pop compared to 0.4 from players atacking from beach side.

This.
Logged

Akranadas' Greatest Hits, Volume 1:

Quote from: Akranadas
Vet has nothing to do with unit preformance.

Quote from: Akranadas
We are serious about enforcing this, and I am sure you all want to be able to have your balance thought considered by the development team with some biased, sensationalist coming into your thread and ruining it.
AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #26 on: May 17, 2009, 01:48:10 pm »

Yep, the sectors nearest the landside spawns are smaller, and the double sector that is key is as well.
Logged


.
.
.
.
.
.
.
.
.
.
.
Two Offline
EIR Veteran
Posts: 2079


« Reply #27 on: May 23, 2009, 07:40:11 am »

Can we get a sunny version? :p
Logged




Quote
IplayForKeeps: if we were an equation
IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #28 on: May 23, 2009, 09:07:36 am »

Weather options!

Also don't forget to name your map Gold Sector (4) instead of 4p_Gold_Sector ingame for next release.
Logged
spartan117 Offline
Community Mapper
*
Posts: 65


« Reply #29 on: June 24, 2009, 04:28:14 am »

Well here is a new version!

Logged
Akranadas Offline
Honoured Member
*
Posts: 6906


« Reply #30 on: June 24, 2009, 04:33:28 am »

Looks like a great improvement!
Logged
CafeMilani Offline
Aloha
*
Posts: 2994



« Reply #31 on: June 24, 2009, 04:36:12 am »

i see 1 change: a house
duck style?
Logged

spartan117 Offline
Community Mapper
*
Posts: 65


« Reply #32 on: June 24, 2009, 04:37:00 am »

i see 1 change: a house
duck style?
Fixed sectoring! Wink
Logged
CafeMilani Offline
Aloha
*
Posts: 2994



« Reply #33 on: June 24, 2009, 04:39:42 am »

post a sector screen
Logged
Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #34 on: June 24, 2009, 05:03:21 am »

Meh in r mode player starting from land side will garrison houses faster then player starting frm beach side which is huge benefit.
Logged
CafeMilani Offline
Aloha
*
Posts: 2994



« Reply #35 on: June 24, 2009, 05:07:49 am »

right
Logged
spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #36 on: June 24, 2009, 05:10:38 am »

Open up the south side of the map a little.  When it comes to Attack/defense and the defenders spawn at the beach it's very, very congested and hard to attack unless you have tonnes of artillery/mortars.

Latest addition seems good too.  The map is one of the better 2v2 maps.
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #37 on: June 24, 2009, 05:26:32 am »

I think the sector change is what's going to make all the difference Smiley.
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 0.1 seconds with 36 queries.