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Author Topic: Eagles New Map  (Read 2899 times)
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RikiRude Offline
Donator
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Posts: 4376



« on: December 27, 2011, 04:41:36 pm »

I didn't even know about this map, was pretty fun, if you want to see what this map looks like take a look, my favorite part is the hand drawn signature on the loading screen.

Battle #52985

Dudilu (AB)
The Area (AB)
103MarinRangger (armor)

vs

Tank130 (blitz)
RikiRudeEIRR (blitz)
killkrushanddestroy (luft)

http://www.mediafire.com/?bnxavqa1j14qvoa
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Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
... or a fat ass cock sucking churchill being stupid
hans Offline
EIR Veteran
Posts: 3497



« Reply #1 on: December 27, 2011, 04:55:18 pm »

so u mean denvarden dont u?  Wink
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Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
CafeMilani Offline
Aloha
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Posts: 2994



« Reply #2 on: December 27, 2011, 05:05:01 pm »

scumbag riki: says loading screen is favourite part of the map - posts replay instead of screenshot
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tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #3 on: December 27, 2011, 05:52:31 pm »

The building on the East side of the main area has a bug. If you garrison the building, your units will go out the back door when you leave. Then they are trapped between the house and fence and can't get out.
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Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
hans Offline
EIR Veteran
Posts: 3497



« Reply #4 on: December 27, 2011, 05:54:02 pm »

The building on the East side of the main area has a bug. If you garrison the building, your units will go out the back door when you leave. Then they are trapped between the house and fence and can't get out.

okay i will take a look at it
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Mister Schmidt Offline
Lawmaker
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Posts: 5006



« Reply #5 on: December 27, 2011, 06:33:42 pm »

Click the unit and tell it to leave out the front
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and 6th " Main Thing " is you have to Chant " hare krishna hare krishna krishna krishna hare hare hare rama hare rama rama rama hare hare ".
"Seeing Bigdick in his full sado mask attire, David couldn't help but feel a tingle in his special place.."
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #6 on: December 27, 2011, 06:40:57 pm »

That bug has been on Nuenen forever, too. The house infront of the house that is on the right of the church doesn't let your units leave from the southern door. Even if you specifically tell them to, they will only leave from the north entrance.
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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
TheArea Offline
EIR Veteran
Posts: 240


« Reply #7 on: December 27, 2011, 08:45:46 pm »

The map has some odd design features, like for example a ton of fences that mess with pathing unless your LV or armor.  That is, inf and atgs are forced to take long walks around obstacles that tanks and LVs dont have to worry about. 

There are two glaring examples of this, first there are fences in front, or in back of (depending on perspective), buildings.  It may look nice to do that in a map but it messes with infantry moving through and between buildings. 

Second, there are fences that run parallel to the streets that run out of the city center (at least on one side of the map), kind of like center dividers in a broad avenue.  Again, looks cute but unevenly affects game play.

Either turn all those fences into hedges, trees, or buildings, or just get rid of them.

Also the amount of hedges in the map is kinda crazy, I mean there are patches of them everywhere, it would be better if they were either more concentrated into solid blocks or less random patches.

In terms of the replay, an arty piece or calli would have helped in that one.
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RikiRude Offline
Donator
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Posts: 4376



« Reply #8 on: December 27, 2011, 08:59:50 pm »

The map has some odd design features, like for example a ton of fences that mess with pathing unless your LV or armor.  That is, inf and atgs are forced to take long walks around obstacles that tanks and LVs dont have to worry about. 

There are two glaring examples of this, first there are fences in front, or in back of (depending on perspective), buildings.  It may look nice to do that in a map but it messes with infantry moving through and between buildings. 

Second, there are fences that run parallel to the streets that run out of the city center (at least on one side of the map), kind of like center dividers in a broad avenue.  Again, looks cute but unevenly affects game play.

Either turn all those fences into hedges, trees, or buildings, or just get rid of them.

Also the amount of hedges in the map is kinda crazy, I mean there are patches of them everywhere, it would be better if they were either more concentrated into solid blocks or less random patches.

In terms of the replay, an arty piece or calli would have helped in that one.

agreed with most of this, all it takes is a few little breaks in the fence so a squad can move through.

hedges could use some breaks.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #9 on: December 27, 2011, 09:55:11 pm »

agreed with most of this, all it takes is a few little breaks in the fence so a squad can move through.

hedges could use some breaks.

best way is that useful gate left open.
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Yes that's me, the special snowflake.
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