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Author Topic: My map conversion progress  (Read 4706 times)
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salan Offline
Synergies TL2 mod!
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« on: February 26, 2009, 10:39:59 am »

After going through all the maps last night that I Have been working on, I am almost ready to release the new versions of the conversion maps I started already, and move on to the second batch of 4, which are in draft stage atm.


Mcgrechaens war 6p, I have not heard a single complaint about.  I did VERY little editing on this map, only filled in the and opened up the gaps in the german spawn.  No pathing, or sectoring complaints to date, NO CHANGE MADE.

Linden 6p, I found and fixed the impasse map for the side near the large city, and the gap in the trees by the small city.  Still haven't figured out how to make the water ripples go away, but its purely cosmetic and I'm not worried about that over gameplay, yet.  Sectors and map have been a total success.  VERSION 1.02 IS READY, and WILL BE UPDATED ON THE UPDATER SOON.

St Lo, Haven't heard any complaints on its sectors yet, played a few games on it and was amazed at how well the map works.  Found and removed 2 more markers in the map last night, potential de-sync objects.  unlike mcgechaens war the avenues of attack are not crushable, favors indirect fire on both sides (axis mortars and allied heavy arty) .  I will be adding in a prep artillery scar onto this map, it screams, pound me more!  VERSION 1.02 is READY, but going to wait for 1.03 with working artillery scar.  This map could have been a 4 v 4 but it would have been to tight on attack routes so will stay as a 3 v 3

Arnhem  I have two new versions of arnhem ready.  1.02 moves the spawns, east side into the SE corner, west side shifts north along the west  side.  1.03 actually removes the hight mapping of the causeway and bridge, the bridge itself starts at the edge of the water, and the whole north is traversable up to the waterway (can't cross the bridge)   will rework the causeway to be a gradual height map which will not impede traffic but potentially block long range cannon fire (88/17pounders) so that the east side is not completely destroyable by those weapons.  Will try without sector artillery but will probably see that in 1.04.

maps I am working on still:

4p_Authie_EiR
6p_Road_To_Cherbourg_EiR
6p_Oosterbeek_EiR
8p_Hill_192_EiR

but will next be redoing the sectors of

pointduhoc
railsandmetal

any other vanilla maps I should be aware of ?

(moving this weekend, might be next week before most of this is seen)


« Last Edit: February 26, 2009, 10:43:32 am by salan » Logged

LeoPhone Offline
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« Reply #1 on: February 26, 2009, 11:04:05 am »

Still haven't figured out how to make the water ripples go away, but its purely cosmetic and I'm not worried about that over gameplay, yet. 

i might know how that goes away, il go try i worldbuilder
[/quote]
 6p_Road_To_Cherbourg_EiR
[/quote]

CALL IT HELLS HIGHWAY!!!! Cheesy
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #2 on: February 26, 2009, 11:10:59 am »

We already have a fixed version of pointe du hoc AFAIK Smiley.
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #3 on: February 26, 2009, 11:22:03 am »

read the other thread you said that in foo
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LeoPhone Offline
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« Reply #4 on: February 26, 2009, 12:16:12 pm »

to fix the linden ribbles, you need to open marker mode, click on action markers, and you can select and delete them!

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