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Schijndel (6/8)
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Topic: Schijndel (6/8) (Read 36961 times)
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31stPzGren
EIR Veteran
Posts: 455
Re: Schijndel (6/8)
«
Reply #60 on:
June 23, 2009, 10:06:59 am »
Stick to your map design & plan. Don't take everyone's suggestions in, ask yourself if that is how you want your map to be played out.
Maps with plenty of flanks are good because it allows for a dynamic gameplay. People tend to prefer an easy 'grinder' where they can just sit back and let the enemy hurl themselves at their defensive walls.
If you really wanted, you can consider something like a centralised strong point, which is easy to defend but far from "surrounding sectors"... so they can pick between holding a centre point and branching out from there or having a loose line.
At the end of the day, think about what you want to achieve with your map and I emphasize, stick to it.
Logged
Guderian
EIR Veteran
Posts: 817
Re: Schijndel (6/8)
«
Reply #61 on:
June 23, 2009, 11:17:02 am »
its AWESOME
I am surprised i haven't heard any demands for bloom ......
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Eir customer support staff.
GarnierMcGarvey
Community Mapper
Posts: 80
Re: Schijndel (6/8)
«
Reply #62 on:
June 23, 2009, 01:25:41 pm »
I've uploaded a final version to go in the auto-updater -- once the auto updater includes it we can switch over to playing that version.
Thanks for all the feedback and testing, regardless of all the contradiction that went on, lol -- I'm quite happy with the map as it's turned out. If you notice anything that ought to be changed in the future, post it and if there's anything important or enough little stuff, I'll probably update it.
Now teaser time:
Logged
jackmccrack
EIR Veteran
Posts: 2484
Re: Schijndel (6/8)
«
Reply #63 on:
June 23, 2009, 01:51:04 pm »
Whoa, what is this teaser shot from? ?
Logged
Let's talk about PIATs in a car.
Baine
Steven Spielberg
Posts: 3713
Re: Schijndel (6/8)
«
Reply #64 on:
June 23, 2009, 01:54:10 pm »
That's probably the non city side and it looks coo, hopefully gets in the updater soon *wink* unknown
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GarnierMcGarvey
Community Mapper
Posts: 80
Re: Schijndel (6/8)
«
Reply #65 on:
June 23, 2009, 01:56:09 pm »
Quote from: jackmccrack on June 23, 2009, 01:51:04 pm
Whoa, what is this teaser shot from? ?
Isn't that the point of a teaser?
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jackmccrack
EIR Veteran
Posts: 2484
Re: Schijndel (6/8)
«
Reply #66 on:
June 23, 2009, 02:15:08 pm »
Quote from: Baine on June 23, 2009, 01:54:10 pm
That's probably the non city side and it looks coo, hopefully gets in the updater soon *wink* unknown
i have no recollection of this topography!
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Duckordie
Community Mapper
Posts: 1687
Re: Schijndel (6/8)
«
Reply #67 on:
June 26, 2009, 04:03:31 am »
This is realy good, for BETA
It need more work still tho.
But I love that map. Try to make a 2vs2 Also, its would rock
Logged
^<-- Duck ™ and ©
We need more axis players!:
GarnierMcGarvey
Community Mapper
Posts: 80
Re: Schijndel (6/8)
«
Reply #68 on:
June 26, 2009, 06:18:31 am »
When you say that it needs more work, what do you mean? Have you found bugs or glitches?
Logged
Bubz
EIR Veteran
Posts: 726
Re: Schijndel (6/8)
«
Reply #69 on:
June 26, 2009, 07:08:53 am »
Actually this is map is wonderful.
Logged
Duckordie
Community Mapper
Posts: 1687
Re: Schijndel (6/8)
«
Reply #70 on:
June 26, 2009, 08:20:39 am »
I tell you GarnierMcGarvey, Next time i catch a 3vs3, I post some screen and feedback
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: Schijndel (6/8)
«
Reply #71 on:
June 26, 2009, 08:23:13 am »
I concur with bubz.
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GarnierMcGarvey
Community Mapper
Posts: 80
Re: Schijndel (6/8)
«
Reply #72 on:
July 26, 2009, 01:17:09 pm »
Alright, it's been a month since anyone said anything, and that's fine. What I'd like to know is if an update would be a good idea.
Are there people who refuse to play this map with 6p or with 8p? I've seen people say it's too big, but it is exactly the size of Abbeville so that confuses me a bit.
So basically, to anyone who doesn't play it, what is the problem with it?
I don't mean this sarcastically or rudely or anything, I just want to be able to fix the problems if there are any. I've heard people say it has too many chokepoints, and people say it's too open, and people say it favors axis, and people say it favors allies -- is there any general consensus on this?
If nobody doesn't like it then all's well, we will see.
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Baine
Steven Spielberg
Posts: 3713
Re: Schijndel (6/8)
«
Reply #73 on:
July 26, 2009, 01:22:47 pm »
When both sides blame it to be in favour of the other side then it is perfect! I like it and it's played often!
Logged
Bubz
EIR Veteran
Posts: 726
Re: Schijndel (6/8)
«
Reply #74 on:
July 26, 2009, 01:38:59 pm »
Go for a 2v2 map Garnier.
Logged
DasNoob
EIR Veteran
Posts: 3430
Re: Schijndel (6/8)
«
Reply #75 on:
July 26, 2009, 01:40:12 pm »
I don't know the problem, but for some reason my computer hits a graphics bug that NO other map has, so I have not been able to play it.
Logged
Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!
Quote from: Smokaz on February 24, 2010, 11:45:39 am
You have DasNoob who uses the mod as COHTV
Unkn0wn
No longer retired
Posts: 18379
Re: Schijndel (6/8)
«
Reply #76 on:
July 26, 2009, 01:46:40 pm »
What kind of bug?
You should consider posting a screen shot, maybe we can determine and fix the cause.
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DasNoob
EIR Veteran
Posts: 3430
Re: Schijndel (6/8)
«
Reply #77 on:
July 26, 2009, 01:49:51 pm »
No way to scree shot.
Basically the camera gets fixated on a single unit, unable to see in game chat, the scree shakes from side to side rapidly and i can't zoom out...
I have updated my drivers since then... but I'm afraid of trying it again due to long wait times to get a game going already and then having the map fail on me.
I will give it another shot though.
Logged
Jazlizard
EIR Veteran
Posts: 691
Re: Schijndel (6/8)
«
Reply #78 on:
July 26, 2009, 01:51:38 pm »
The map is large, and by no means a 3v3. I think the reason it feels this way is because, despite the hedge rows, it is fairly open. This is due to the map being sliced up more vertically, then horizontally, if that makes any sense. There tends to be more left to right and vice versa fighting on this map then the back and forth that happens on Abbeville. This isn't a bad thing at all, but it is what makes it feel large as it's harder to form solid lines. It also helps that the town runs vertically as well, so it's not the total focus of the map, much like Abbeville's is.
There are some areas of the map that feel a little empty, but the overall layout is very good. If you do continue to tweak it, I would just look at adding some cover in the open areas, otherwise I wouldn't do too much.
Logged
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.
LeoPhone
Honoured Member
Posts: 0
Re: Schijndel (6/8)
«
Reply #79 on:
July 26, 2009, 02:01:47 pm »
Quote from: DasNoob on July 26, 2009, 01:40:12 pm
I don't know the problem, but for some reason my computer hits a graphics bug that NO other map has, so I have not been able to play it.
''that NO other map has''
then how comes you sayd exactly the same thing about my map?
Logged
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