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Author Topic: Schijndel (6/8)  (Read 16565 times)
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LeoPhone Offline
Honoured Member
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Posts: 1


« Reply #15 on: June 17, 2009, 10:22:55 am »

It's not the size of the map, but some fields were just enormous like twice the range of an at gun, maybe add walls/house in the middle to block the view, expecially because of 88's.
The map it self is amazing, it looks like an official one.

the size of the fields were twice the range of an ATG? and thats bad?
have you seen tanteville? have you seen RTC?
dont make this map a maze lol, i already tought there might be too MUCH hedges :S
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Bubz Offline
EIR Veteran
Posts: 726



« Reply #16 on: June 17, 2009, 10:35:52 am »

I think walls would be cool in that map.
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GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #17 on: June 17, 2009, 10:37:34 am »

I don't want to make another st come du mont simply because allies always tell me they don't want to play that.   Undecided

I want a compromise between hedge quantity and size of fields.  It's probably too early to know which direction to move on this scale.


As for walls, I assume you mean shot blocking walls, well I tried to use the brick one but it was really ugly (repetetive texture) and I didn't know how to fix it.
« Last Edit: June 17, 2009, 10:50:04 am by GarnierMcGarvey » Logged

brn4meplz Offline
Misinformation Officer
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Posts: 6975


« Reply #18 on: June 17, 2009, 10:50:34 am »

I didn't have any problems with Field size, there were some issues with Yellow cover roads but i think you got those. And some of the buildings in town looked placed, one of them seemed to be right over a road spline and the grass in 1 spot was very straight edged.

As for sectors, some of them might be too large, I noticed a metric shit ton of back capping in our match but the game play was always fluid which i like.

I know for the sectors in my map I've got it laid out that actual tactical objectives will be worth more sectors then useless places. ie. More sectors around a crossroads or a town then a field area. It's a measure to help control where the important parts are
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He thinks Tactics is a breath mint

Wow I think that was the nicest thing brn ever posted!  Tongue

the pussy of a prostitute is not tight enough for destroy a condom Wink
GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #19 on: June 17, 2009, 10:54:56 am »

I added one more sector in the middle, now there's an odd number which I like.  As for the road under the building, I looked for that and couldn't find it yet, is it in the town?

There wasn't yellow cover on the road, it was the ditch by the road, but now the main roads are red cover.
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LeoPhone Offline
Honoured Member
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Posts: 1


« Reply #20 on: June 17, 2009, 11:01:01 am »

I noticed a metric shit ton of back capping in our match

I added one more sector in the middle,

so theres a ton of backcapping, and your response is add another sector?  Huh
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Unkn0wn Offline
Retired
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Posts: 18125


« Reply #21 on: June 17, 2009, 11:04:49 am »

I don't see how there can be a ton of backcapping with that sector layout, that would mean there's a ton of backcapping on Tanteville as well (same sector design), which I've never seen to be honest Tongue
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GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #22 on: June 17, 2009, 11:07:27 am »

There aren't as many seperated routes to take to the rear on tanteville, especially because of the huge forest clumps.
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Piotrskivich Offline
EIR Veteran
Posts: 542



« Reply #23 on: June 17, 2009, 11:11:12 am »

If there is back capping that just means that flanking is possible  Wink.
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GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #24 on: June 17, 2009, 12:58:38 pm »

After another test, im splitting the town into two sectors, and moving the start positions of the northern side about 20-25m closer to the middle, to help make up for the town being on one side.

I like the longer hedges that remain dividing the map along its length, these make it more difficult to protect the entire map from one base area.

We'll need to give this new version a test or two and then I think it will be ready to add to the autoupdater. (we've done 3 tests already)
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GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #25 on: June 17, 2009, 06:35:19 pm »

After the fourth test I've shortened some hedges so the openings are wider, and also moved some from being laid along the frontline to crossing it, to make fighting more back and forth and less stalemate.
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Unkn0wn Offline
Retired
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Posts: 18125


« Reply #26 on: June 18, 2009, 05:10:49 am »

I think the left side needs some more hard points, maybe a few sheds or barnhouses left and right could do the job.
In addition, it seems like some hedges are not crushable.

Enjoyed playing it Smiley.
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Baine Offline
Steven Spielberg
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Posts: 3729


« Reply #27 on: June 18, 2009, 05:13:24 am »

What about a little farm? (Haven't played the map yet)
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CafeMilani Offline
Aloha
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Posts: 2995



« Reply #28 on: June 18, 2009, 05:28:16 am »

too much open areas
you should decrease the map size
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GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #29 on: June 18, 2009, 07:21:27 am »

Hmm, this is interesting, I've had people suggesting to open up the denser areas, and other people suggesting to close up the open areas.  Currently the right side is where the most buildings and blocking and such is, while the left side is more open -- so you aren't stuck having to fight in one or the other.  I don't want to make the map uniformly open/closed.  Maybe some more playing is needed to get an accurate idea -- some games I end up fighting all in the open areas on the left, sometimes I'm all in the right side and it feels constricted.
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