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Venue Changes
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Topic: Venue Changes (Read 5225 times)
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Duckordie
Community Mapper
Posts: 1687
Venue Changes
«
on:
July 02, 2009, 12:43:35 pm »
Due Unk0wn have given me to change the map until next update (he is so nice)
I took the evening off to make some changes (at the same time map 4p_church)
Anny useful feedback on this change? (just make in 5min)
its more open now, but dose not look that good.
Like/dislike?
«
Last Edit: July 02, 2009, 12:47:32 pm by Duckordie
»
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Venue Changes
«
Reply #1 on:
July 02, 2009, 12:58:54 pm »
It looks like the whole center city is gone.
More pics pls?
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CafeMilani
Aloha
Posts: 2994
Re: Venue Changes
«
Reply #2 on:
July 02, 2009, 01:02:20 pm »
like
more open=better
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Duckordie
Community Mapper
Posts: 1687
Re: Venue Changes
«
Reply #3 on:
July 02, 2009, 01:05:17 pm »
Quote from: Groundfire on July 02, 2009, 12:58:54 pm
It looks like the whole center city is gone.
More pics pls?
Yes, it is.
There are nothing more to show, the other parts are like old Venue
if you don't remember I upload some
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bbsmith
The Brain and Muscle
Posts: 2778
Re: Venue Changes
«
Reply #4 on:
July 02, 2009, 01:15:16 pm »
You removed those amazing hedges that you can hide mortars behind
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Duckordie
Community Mapper
Posts: 1687
Re: Venue Changes
«
Reply #5 on:
July 02, 2009, 01:23:07 pm »
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Bubz
EIR Veteran
Posts: 726
Re: Venue Changes
«
Reply #6 on:
July 02, 2009, 01:25:03 pm »
Grass seems still radioactive to me expecially the contrast with dark trees!
And remove those hige logs, it's france not north america!
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Duckordie
Community Mapper
Posts: 1687
Re: Venue Changes
«
Reply #7 on:
July 02, 2009, 01:33:28 pm »
The lightning is there to make it easy for me to map.
Now please, the main focus on the big mid change?
Bubz, they have trees in France lol
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Bubz
EIR Veteran
Posts: 726
Re: Venue Changes
«
Reply #8 on:
July 02, 2009, 01:38:48 pm »
Quote from: Duckordie on July 02, 2009, 01:33:28 pm
The lightning is there to make it easy for me to map.
Now please, the main focus on the big mid change?
Bubz, they have trees in France lol
Those logs give an industrial/factory feeling, which isn't good for rural france, expecially in that quantity also I don't like those pines, I like normandy trees like oaks, but that's personal. You should try angoville grass colour and light, it's my favourite one.
Now it's a completly different map so I don't know what to say because you can't make a comparison with so many differences.
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Pak88mm
EIR Veteran
Posts: 423
Re: Venue Changes
«
Reply #9 on:
July 02, 2009, 02:34:45 pm »
horrible map. HORRIBLE, IMO the worst map ever. Just dont bother even making it good its horrid! the forest create choke points, attacking down the middle of town in red cover is borked, mgs lock down middle fast, bringing support take forever do to lenght of map. Its borked! take it outside make it dig a ditch and shoot it in back of the head. Borked map!
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Malevolence
Donator
Posts: 1871
Re: Venue Changes
«
Reply #10 on:
July 02, 2009, 02:34:58 pm »
The black circles around the logs denote areas where logs don't make a lot of sense (no houses nearby, no real point to stores logs over there).
The red circled sandbag should be moved to nearer the left corner of the little tree box clearing that it's in to have it make more sense (why would it just be sitting in the middle, it would be used by the left side to defend that clearing as it's on their side of the map).
Maybe put another house or barn on the left side of the map just to make it a bit more visually stimulating.
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Duckordie
Community Mapper
Posts: 1687
Re: Venue Changes
«
Reply #11 on:
July 02, 2009, 02:39:01 pm »
Quote from: Pak88mm on July 02, 2009, 02:34:45 pm
broke broke broke
1. no there is no red cover in the middle, its only the road
2. Its smaller than Crossroads (owned)
Well, I would like some more views into this.
or ells I pm Unk0wn to remove it,
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Baine
Steven Spielberg
Posts: 3713
Re: Venue Changes
«
Reply #12 on:
July 02, 2009, 02:46:51 pm »
It's one of your better maps, and although these are drastic changes, it looks interesting.
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thaelmann
Donator
Posts: 177
Re: Venue Changes
«
Reply #13 on:
July 02, 2009, 02:59:12 pm »
i like it.
one thing i wonder about though is that the church and that other building south of it will make the chokepoints at the forests very easy to defend.
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Venue Changes
«
Reply #14 on:
July 02, 2009, 03:14:08 pm »
Change the outskirts a bit, slap on a new name on it and release it as a new map - it's no longer venue in the least
.
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LeoPhone
Honoured Member
Posts: 0
Re: Venue Changes
«
Reply #15 on:
July 02, 2009, 05:15:03 pm »
wtf? you removed the whole town? whats wrong with venue? that city part was what made it venue! now its just in der hitz tiny...
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Jazlizard
EIR Veteran
Posts: 691
Re: Venue Changes
«
Reply #16 on:
July 02, 2009, 05:33:49 pm »
I liked this map before, but I'm glad it got changed up, it was always about the city in this map and not much else.
I wish the choke points were made a bit wider to allow for better flanking, part of what I didn't like about the map is that it always felt like you were forced to fight up the center.
Other then that look forward to testing it out.
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Aggamemnon
Donator
Posts: 418
Re: Venue Changes
«
Reply #17 on:
July 02, 2009, 05:38:11 pm »
I only played the last map once, but I prefer the "vanilla" one, even though the choke points are blatant, it makes a nice change from other maps imo.
Church can be played if you want a more open map.
The only criticism I would give is that too much is focused into the middle, I know why you have setup the map like this.
It's one of the only *tournament* style maps I have seen which is why I like it, but the sides are too solid and rather tight, it's hard to balance things like that because axis has a lot more options for removing hard cover that most mappers use to create semi permanent line blockers.
With the logs, no-one would even mention it until you asked for recommendations.
Personally the logs by the road make sense, where else would you load them up?
But if you were going to keep them, I'd suggest having a logging cabin, or a small sawmill type building with clear cutting areas (that rural people would work during the day).
Again, personally, I'd have another look at the sides and where each building is, and how an mg covers them, and if you keep the chokes, make sure they are even/balanced both sides, with the same sort of buildings (healthwise). Consider having light forests, with scattered heavy trees, so that tanks still can't run free, but at least men can sneak through sometimes.
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Duckordie
Community Mapper
Posts: 1687
Re: Venue Changes
«
Reply #18 on:
July 03, 2009, 04:54:53 am »
How about removing the 2 big forests? Wold that make it better?
I can make 2 version
I call the open changes Beta 1
And the other changes where I remove the 2 forests for beta 2
I pm EiRmod to make beta1 in archive, same with beta2
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