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Author Topic: Schijndel (6/8)  (Read 34500 times)
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GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« on: June 16, 2009, 06:34:57 pm »

Current DOWNLOAD LINK that is for the auto updater.

Layout:


Screenshot:
« Last Edit: June 24, 2009, 11:34:49 am by GarnierMcGarvey » Logged

GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #1 on: June 16, 2009, 08:00:06 pm »

OK, we played the first test.  Unfortunately I didn't know all my upgrades got deleted so I came in with no weapons on my dudes!

 Tongue

Any feedback would be great, I'm working on updating it, fixing the minimap, etc -- so anything important that is mentioned soon will be done.
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Jazlizard Offline
EIR Veteran
Posts: 691


« Reply #2 on: June 16, 2009, 08:06:24 pm »

Well the mini map obviously needs fixed.

I think some of the buildings in the town deserve some damage muahaaha.

Also there are some seriously long hedgerows on this map, consider opening them up here or there, I noticed there also seem to be a lot of no heavy crush areas as well, or at least it felt that way.

It was such a crazy battle that it is a little hard to comment on the map, it felt like there was a small amount of sectors for a 3v3, resulting in large pop cap swings.
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Quote from: Phil
The MOD is over. The war is over. We're too lazy to restart it. You can all go fuck pickles mom, I hear she's easy.
Piotrskivich Offline
EIR Veteran
Posts: 542



« Reply #3 on: June 16, 2009, 08:10:17 pm »

I don't see why the town needs to be damaged.

The town was fought over but wasn't the center of the main battle so it's not like the defences need to be weakened. Plus mortars behind the near hedges can cover it.

It was very hectic though  Wink good game.
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Jazlizard Offline
EIR Veteran
Posts: 691


« Reply #4 on: June 16, 2009, 08:12:36 pm »

You're right the town wasn't the focus of this battle, although it was our first time playing the map, hardly enough to say we have enough data to make a pattern here.

All of the maps that get played a lot often have hot spots where the battle is normally won or lost.
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GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #5 on: June 16, 2009, 08:14:38 pm »

OK I damaged two of the middle buildings and am opening a few of the longest hedges.  I've been trying to make the road have negative cover, will get that straightened out before release.

Also putting permanent yellow cover in a few places where the bushes will always get crushed..
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GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #6 on: June 16, 2009, 09:09:05 pm »

Would making the rear sectors into high resource points make them take longer to cap and thus help discourage backcapping?

I also need to figure out what to do with the sector shapes, that's my weakest area in the map.
« Last Edit: June 16, 2009, 09:52:26 pm by GarnierMcGarvey » Logged
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #7 on: June 17, 2009, 01:28:12 am »

if you want your road to be red cover, you need to use the roads in
road_asphalt
you can check if it works, by going to overlay -> terrain cover
ive learnt myselve using the WB for a big part by looking at maps relic made (campaign, angoville etc)
maybe youre already doing this, if not, you should check them out.
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #8 on: June 17, 2009, 04:21:33 am »

Now in module: 6p_Schijndel
Looking forward to trying it out Smiley.
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Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #9 on: June 17, 2009, 06:32:54 am »

ummm.. Nice bush

Can we have a overview?
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^<-- Duck ™ and ©


 We need more axis players!:
GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #10 on: June 17, 2009, 07:18:16 am »

I added another sector after the first test, the overview is in the first post.  If there are a lot of problems with the sectors, which wouldn't surprise me, it would be great if someone would volunteer to fix them up themselves, or at least give specific advice, as I'm no good at that part.

Also, I've uploaded the revision after that test, it's in the first post -- the minimaps are fixed, unfortunately I don't know why the loading screen isn't working, not that it's critical at this point.  I even tried using another loading screen and just renaming it, but no good yet.  
« Last Edit: June 17, 2009, 10:59:27 am by GarnierMcGarvey » Logged
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #11 on: June 17, 2009, 07:29:09 am »

since the new patch, all loading screens arent working anymore. to fix this, you shouldnt put the (mapname).tga in its own ''loading'' folder, but just together with all the other files, and ofcourse pack with crosixs
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GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #12 on: June 17, 2009, 07:30:27 am »

OK thanks, I'll do that when I update it again.
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GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #13 on: June 17, 2009, 10:13:31 am »

Any more stuff to change after that test?

There were a few comments that it was too big, I suppose I could add some blocked off areas with the big tree clumps to make less usable area.  However, in Reinforcement mode, I bet most maps seem big because the fighting isn't all set up at the start.
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Bubz Offline
EIR Veteran
Posts: 726



« Reply #14 on: June 17, 2009, 10:16:42 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.
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LeoPhone Offline
Honoured Member
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Posts: 0


« 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: 6952


« 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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