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Author Topic: Semois  (Read 5028 times)
0 Members and 7 Guests are viewing this topic.
COH-SUPERMAN Offline
EIR Regular
Posts: 12


« on: June 18, 2009, 10:25:54 am »

On that map (2v2) it  should always be R mode because there is mostly brigdes which can be blocked off making it harder for the attacker.Semois is a fun map and all ,but not with the attack and defend.
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #1 on: June 18, 2009, 10:32:19 am »

ya, it does have 4 definable choke routes.  Would definitely be the best played on R+... but the randomizer doesn't allow that in a completely reliable manner.
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Falcon333 Offline
EIR Veteran
Posts: 1125


« Reply #2 on: June 18, 2009, 10:32:45 am »

Don't play Semois then.
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"Chance favors the prepared mind"
Bubz Offline
EIR Veteran
Posts: 726



« Reply #3 on: June 18, 2009, 10:53:47 am »

Or yell at devs to have r mode back!
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Malevolence Offline
Donator
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Posts: 1871



« Reply #4 on: June 18, 2009, 12:43:46 pm »

Actually, if Salan doesn't mind doing a bit of tweak work I've thought of a few ways to lighten up the choked nature of the map...
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #5 on: June 18, 2009, 12:50:24 pm »

gimme your suggestions i'll make 'r happen
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Malevolence Offline
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Posts: 1871



« Reply #6 on: June 18, 2009, 12:54:56 pm »

Alright, I just need a full map screen shot to draw all over if you don't mind providing one   Cheesy
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #7 on: June 18, 2009, 01:32:35 pm »

one with some drawings alreadty, use a dif color... Smiley

http://i47.photobucket.com/albums/f156/tkaudi/EIRR/4p_semios_EiR_mapcopy.jpg
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Malevolence Offline
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Posts: 1871



« Reply #8 on: June 18, 2009, 02:20:10 pm »

PM sent detailing suggested changes. Feel free to use/discard/revise/pay me at your discretion  Wink
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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #9 on: June 18, 2009, 08:10:34 pm »

needs more openness to the map i think.  Destroy some Buildings or reduce health to almost 0 (especially the ones overlooking the bridges), Create more paths into the middle short of going to the top/bottom of map and trying to sneak around, and drain most of the water so that everyone can cross it but throw tank traps in the water too, so that the bridges are the main paths to getting armour across.

IMO this map shouldn't have been thrown in EIR.  I don't think even with fixes that the map will be played much.
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #10 on: June 18, 2009, 08:39:50 pm »

i'm going to open it up over the weekend, starting a new job and got a few shifts to worry about first Smiley
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Pak88mm Offline
EIR Veteran
Posts: 423


« Reply #11 on: June 18, 2009, 09:03:37 pm »

horrible map that plays exactly like the old semois when wire was king. You wire tank trap one side and just wait for the enemy to try to blast thru in vain as he runs into mines, at guns and mgs. Bad map outright for team games. its defently a 1v1 map and nothing more without a major overhaul that it might as well be another map.
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Exactly.

There is only so many times you can slaughter Lt Apollo, Rocksitter, and Alwaysloseguy24 before you get bored and fall asleep.

-GamesGuy-

Most Hated player in EiR....Pak88Mm
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #12 on: September 03, 2009, 12:12:51 pm »

indeed better dont waste time on this i guess...
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Sixpack Offline
EIR Veteran
Posts: 185


« Reply #13 on: September 03, 2009, 12:28:35 pm »

There is a simple way to just blast threw the wire/tanktrap problem Smiley (at least for germans).
I came up with it when facing these kinds of problems in old EiR.

Get a goliath (that way they do what they are supposed to) and some stuff to shoot at em.
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