*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
June 25, 2024, 10:00:50 pm

Login with username, password and session length

Resources

Recent posts

[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]

[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]   Go Down
  Print  
Author Topic: [Beta] 4p_Overlord  (Read 7169 times)
0 Members and 1 Guest are viewing this topic.
Steinmarder Offline
EIR Veteran
Posts: 404


« on: November 15, 2007, 07:51:23 pm »

New Version, many small fixes/changes (landingboats, waves, overworked trenches, paths, textures....)

Also i made a loadingscreen the other day but i dont know how to get it to work

[attachment deleted by admin]
« Last Edit: November 17, 2007, 07:28:39 pm by Steinmarder » Logged

Klagt nicht, kämpft!
DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #1 on: November 16, 2007, 12:54:51 am »

I got it running.

My first suggestion is to make the beach deeper by about half, this will give a little more assembly area. 

As far as the fortifications... arty owns them so if players use their heads, the bunkers aren't much of a problem. 

I think the second line of defenses might need some buffing.  The computer was able to build a dozer croc and it wiped our my traps pretty nicely.  This is going to be a fun map.

Maybe a farm house or two in the middle section with a field, some stone walls. 
Logged

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
*
Posts: 18377


« Reply #2 on: November 20, 2007, 02:21:15 am »

I'll check it out sometime soon. Smiley
Logged
Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #3 on: December 12, 2007, 10:19:22 am »

Overworked the map for EiR, ready for playtesting.

[attachment deleted by admin]
« Last Edit: January 02, 2008, 01:06:40 pm by Steinmarder » Logged
Unkn0wn Offline
No longer retired
*
Posts: 18377


« Reply #4 on: December 12, 2007, 10:26:35 am »

Just a reminder.
Maps not on the .module list will still require -dev mode and .sgb.
If there is a true intention to continue working on this map and finalising it, I can get it on the .module list. Smiley

You'll then need a 4p_Overlord.sga file.
(And even when you update the map, you should never change the file's name)
Logged
Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #5 on: December 12, 2007, 10:32:03 am »

I allready followed your instructions and made an .sga with corsix to see if it works, so yeah that
would be great and i'll publish the finalised version as 4p_Overlord.sga mapname 4p_Overlord and so
on, but i still have to work on the loadingscreen n slots before doing that  Smiley

and this release is in .sgb format again, yes, should work for a playtest with -dev now
« Last Edit: December 12, 2007, 10:33:46 am by Steinmarder » Logged
Unkn0wn Offline
No longer retired
*
Posts: 18377


« Reply #6 on: December 12, 2007, 10:34:56 am »

I'll be gathering some mapnames for the next update to the "list" and I'll be sure to add 4p_Overlord.
In the meantime, a playtest with -dev and .sgb files on a 4 player map should not scare that many candidates off Smiley.
Logged
Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #7 on: December 26, 2007, 03:35:44 pm »

sooo, did someone play a match on my map in the last 2 month its available for downloading?!

I would like to finalize it, but i cant do that as long as noone plays a testmatch on it and gives me
some gameplay concerns or at least a "its fine, build the sga and the pics"

so please, 4 EiR experienced players, gather up and try to take/defend the beachead Smiley
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18377


« Reply #8 on: December 28, 2007, 08:14:12 am »

If you want, I can get this added to the .module file with the next batch so that people have easier access and will be more likely to try it out.
However, when doing so you'll have to promise me that you'll optimise the map if needed and eventually finalised it Wink.
Logged
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #9 on: December 28, 2007, 12:56:27 pm »

The beach looks very cool!  Can you get the wave effect from level 1 of vCoH?  Also, is there no OOB area?
Logged

Kolath's Quote Commandments:
1. Thou shalt not quote the entirety of a post 3 or less posts above you
2. Thou shalt not quote more than 2 nested levels
3. Thou shalt not quote large blocks of text when one sentence would do
4. Thou shalt not quote images!
Draygon Offline
EIR Veteran
Posts: 1636


« Reply #10 on: December 29, 2007, 11:02:56 am »

Oh I would love to try defending this map!
Logged
Duckordie Offline
Community Mapper
*
Posts: 1687



« Reply #11 on: December 29, 2007, 12:06:40 pm »

Yeah, can we Test some maps? Cheesy
Logged

^<-- Duck ™ and ©


 We need more axis players!:
Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #12 on: December 30, 2007, 07:27:05 am »

Ok ill try to get the sga with the right pictures for the overview and loading screen ready to go before the 3. of january. Maybe ill even get it ready today but no promises got some other stuff to deal with too.

and yes, there is an oob area kolath, the screenshot with it displayed was removed for better thread overview issues with some others

thanks for the responses i feared the beginning interest for the map died Wink
Logged
Draygon Offline
EIR Veteran
Posts: 1636


« Reply #13 on: December 31, 2007, 12:17:39 pm »

Map looks great, and should be fun, if not frustrating for some Smiley  Love that tanks cant get to certain areas of the  map.

Logged
Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #14 on: January 02, 2008, 12:21:37 pm »

Ok heres the sga version, i hope the pictures are working now. Did everything as it was explained.

There is one cosmetic error im aware of with the road in front of the defenders base wich will be fixed in the next version but i didnt have the time today.

All that remains to be done for now is waiting for the next version of the module file with overlord implemented or just edit your file for testing but make sure you edit it in the same way for the folks eager to test it.


Happy new year everyone Smiley

EDIT: rar's removed, filefront link on page2
« Last Edit: January 02, 2008, 02:28:02 pm by Steinmarder » Logged
Unkn0wn Offline
No longer retired
*
Posts: 18377


« Reply #15 on: January 02, 2008, 12:25:26 pm »

Why are there 5 .rars...?
Logged
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #16 on: January 02, 2008, 12:41:12 pm »

Why are there 5 .rars...?

Because he broke it into parts so it could be uploaded on the website?

However, Steinmarder, in the future I recommend using www.filefront.com to host the file as that saves our bandwidth.  Also, though most everyone these days can open .rars, it would be most user friendly if you used the .zip format.
Logged
Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #17 on: January 02, 2008, 02:25:29 pm »

hmk, i overcame my lazyness and had a look at filefront:

http://files.filefront.com/4p+Overlordsga/;9368541

removing the .rar archives from the thread now
Logged
Pages: [1]   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 0.056 seconds with 36 queries.