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Schijndel (6/8)
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Topic: Schijndel (6/8) (Read 36940 times)
0 Members and 2 Guests are viewing this topic.
LeoPhone
Honoured Member
Posts: 0
Re: [BETA] 6p Schijndel
«
Reply #20 on:
June 17, 2009, 11:01:01 am »
Quote from: brn4meplz on June 17, 2009, 10:50:34 am
I noticed a metric shit ton of back capping in our match
Quote from: GarnierMcGarvey on June 17, 2009, 10:54:56 am
I added one more sector in the middle,
so theres a ton of backcapping, and your response is add another sector?
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [BETA] 6p Schijndel
«
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
Logged
GarnierMcGarvey
Community Mapper
Posts: 80
Re: [BETA] 6p Schijndel
«
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.
Logged
Piotrskivich
EIR Veteran
Posts: 542
Re: [BETA] 6p Schijndel
«
Reply #23 on:
June 17, 2009, 11:11:12 am »
If there is back capping that just means that flanking is possible
.
Logged
GarnierMcGarvey
Community Mapper
Posts: 80
Re: [BETA] 6p Schijndel
«
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)
Logged
GarnierMcGarvey
Community Mapper
Posts: 80
Re: [BETA] 6p Schijndel
«
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
No longer retired
Posts: 18379
Re: [BETA] 6p Schijndel
«
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
.
Logged
Baine
Steven Spielberg
Posts: 3713
Re: [BETA] 6p Schijndel
«
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
Aloha
Posts: 2994
Re: [BETA] 6p Schijndel
«
Reply #28 on:
June 18, 2009, 05:28:16 am »
too much open areas
you should decrease the map size
Logged
GarnierMcGarvey
Community Mapper
Posts: 80
Re: [BETA] 6p Schijndel
«
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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EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: [BETA] 6p Schijndel
«
Reply #30 on:
June 18, 2009, 07:23:09 am »
Generally, if people are mentioning both opening up the dense, or closing up the open - youve got balance juuuuust right
Logged
Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
Baine
Steven Spielberg
Posts: 3713
Re: [BETA] 6p Schijndel
«
Reply #31 on:
June 18, 2009, 07:42:33 am »
Yeah! Stay as it is!
Logged
VERTIGGO
EIR Veteran
Posts: 392
Re: [BETA] 6p Schijndel
«
Reply #32 on:
June 18, 2009, 07:56:57 am »
I loved the map! I've played 2 or 3 times, and I think the hedges work well, since they give some cover and allow for flanking, but don't create Somme style deadlocks. I agree maybe a bigger farm to fight over on the left somewhere, but I like the disparity of open and closed areas. I also like the "clean" village atmosphere as opposed to the battered battlefields of most maps. Holland is quite refreshing.
Logged
TOV units = intentionally OP marketing gimmicks
spinn72
EIR Veteran
Posts: 1802
Re: [BETA] 6p Schijndel
«
Reply #33 on:
June 18, 2009, 08:07:48 am »
After playing this twice, i must say this:
It's a great map to play on. Very cool and very abberville like too. It only needs 2 things:
1. to make it 6p/8p (so you can 4v4 it, no changes needed for the 4v4 version). This was in my previous post
2. To Add a couple more buildings to the left side and just balance things out a little. Right now the north side gets as much action as the south part of Linden, if it had a couple of buildings or even 1 Church/Massive building of some strategic importance then it would make the map much more fun.
The fact is that the map is much like Mcgehans war in that you can destroy pretty much the entire map since it is hedges (and panthers roam free), which will solve the constriced problem if players can make use of hedge destroying for this. All defenders love a constricted defense and all attackers hate it, they would much prefer an open field. That's why you're getting complaints.
i can see this as a main map, interchangable with Abberville mostly, as well as Hofferstuagen (whatever its called) and the other medium-large 6p maps.
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Glaza
EIR Regular
Posts: 10
Re: [BETA] 6p Schijndel
«
Reply #34 on:
June 18, 2009, 08:12:53 am »
Aye, I played the map once, and it was good fun!
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Draken
Chess master
EIR Veteran
Posts: 1850
Re: [BETA] 6p Schijndel
«
Reply #35 on:
June 18, 2009, 08:22:04 am »
Quote
make it 6p/8p (so you can 4v4 it, no changes needed for the 4v4 version)
It could be one of the best 4v4s maps, it takes around 1.5 minute to arrive on foot to the middle of the map.
Logged
GarnierMcGarvey
Community Mapper
Posts: 80
Re: [BETA] 6p Schijndel
«
Reply #36 on:
June 18, 2009, 08:27:07 am »
So, how about adding a building to the
farm
, which would give a strong point closer to the north side, and putting a tree clump in the
left-middle area
, built into the hedgerow for permanent shot blocking cover.
Good point that the hedges can all get crushed eventually, I should have considered that -- I think these two small additions might be just enough. I certainly don't want to overdo it and end up with not enough open areas. Balancing acts always go too far one way and then too far the other which ruins it.
And yes, I'll add two more spawn points for 4v4, but it's meant to be a 3v3 so I don't want to try to balance it for 4v4 if it turns out bad for that in some way.
«
Last Edit: June 18, 2009, 08:31:54 am by GarnierMcGarvey
»
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [BETA] 6p Schijndel
«
Reply #37 on:
June 18, 2009, 08:57:07 am »
What map size is it anyway? Just curious.
Logged
GarnierMcGarvey
Community Mapper
Posts: 80
Re: [BETA] 6p Schijndel
«
Reply #38 on:
June 18, 2009, 08:58:45 am »
This big:
Quote from: Unkn0wn on June 03, 2009, 02:33:19 pm
Abbeville (my 3vs3 map) is 608x384 in playable size.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [BETA] 6p Schijndel
«
Reply #39 on:
June 18, 2009, 09:25:46 am »
It's odd then that people conceive it as 'too big', probably has to do with the large amounts of open space making it feel bigger than say Abbeville. Also I would still consider damaging a few of those buildings in the center up, that will also help in making it feel less 'restricted'.
Logged
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