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EIRR map update
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Topic: EIRR map update (Read 15625 times)
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GarnierMcGarvey
Community Mapper
Posts: 80
Re: EIRR map update
«
Reply #20 on:
June 24, 2009, 11:23:13 am »
Have there been any reports of that sector not capping apart from that single game where a single unit sat on the edge for one minute before leaving? I've capped (or seen someone cap) that sector normally in over 15 playtests, including at least 5 on the same version as the bug occurred.
Edit: I just took a screenshot of capping that sector in the current version:
btw I'm not mad at you unkn0wn -- thanks for doing the update in the first place.
«
Last Edit: June 24, 2009, 11:32:35 am by GarnierMcGarvey
»
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: EIRR map update
«
Reply #21 on:
June 24, 2009, 11:33:56 am »
Did you try the right bottom corner?
Logged
Osprey
Maj. Osprey, Royal Lincolnshire Regiment
Posts: 375
Re: EIRR map update
«
Reply #22 on:
June 24, 2009, 11:35:25 am »
Quote from: Unkn0wn on June 24, 2009, 11:33:56 am
Did you try the right bottom corner?
Hehe, Epic Fail Test...
Logged
http://www.youtube.com/watch?v=JEle_DL
Unkn0wn
No longer retired
Posts: 18379
Re: EIRR map update
«
Reply #23 on:
June 24, 2009, 11:39:28 am »
Osprey this is a different version from the one you playtested a while back.
Logged
GarnierMcGarvey
Community Mapper
Posts: 80
Re: EIRR map update
«
Reply #24 on:
June 24, 2009, 11:51:52 am »
Well I only got one report once of the left sector not being capped -- I watched the replay, and a rifle squad sat on the very edge of the sector for a minute then left. It may have been a bug, but it happened once, in 95% of the games on this map I've played, all sectors capped fine.
In future, those that claim there's a bug should bring evidence of it forward -- if there really is a serious bug it should be easy to prove its existence.
And if it makes anyone feel better, I capped the bottom sector as well just now:
http://img146.imageshack.us/img146/6001/90057154.jpg
«
Last Edit: June 24, 2009, 02:53:28 pm by GarnierMcGarvey
»
Logged
Ununoctium
EIR Veteran
Posts: 1256
Re: EIRR map update
«
Reply #25 on:
June 24, 2009, 12:40:53 pm »
Quote from: HeartBreakOne88 on June 24, 2009, 10:25:49 am
Quote
My map is one of 3 in EiR where you start in the corners.
I'm trying to start a trend.
ive seen it and i dont think it works ....games iften ten to turn into a cluster fuck
that makes no sense.
It is the same size as any 3v3 only with a wider center. and it has no more chokepoints than any other map.
Plus look at some of the maps we do have in the launcher... They are terrible.
Logged
Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything. Its really really frustrating.
Your tiger is a whore
Unkn0wn
No longer retired
Posts: 18379
Re: EIRR map update
«
Reply #26 on:
June 24, 2009, 01:18:37 pm »
Quote
that makes no sense.
It is the same size as any 3v3 only with a wider center. and it has no more chokepoints than any other map.
I actually went through the effort to check your map in the worldbuilder.
It's NOT the same size as any 3vs3, it's the size of a small 2vs2 (or large 1vs1) from what I remember.
Quote
Plus look at some of the maps we do have in the launcher... They are terrible.
Like?
We've been cutting back on maps that do not get played, hence why we are also holding up to 'harsher' guidelines on what maps can go in the autoupdater. It's a lose-lose situation for me regardless, if I upload every map people throw at me I will upset a lot of people with the large downloads, bandwidth usage, etc. If I don't upload every map I piss off the mappers who made them.
Hence why I decide to stick with the current 'quality control', it doesn't make me popular but honestly it's what needs to be done. (And FYI I have the same mindset towards my own work, I have already removed Vierville, Arras will probably follow soon)
I'm sorry but you can't just come in here as a mapper and expect your first ever map to make it into a mod for everyone to download. You also can't expect us to have hundreds of people download your 'latest map update' on a daily basis. We have a betamap system in place and I'm willing to throw your map in the .module for further testing, it's fairly easy to get 4/6 people to download an .sga to give it a spin, if enough people like it we will consider it anyway regardless of our own 'quality control'.
If you think that is harsh, I'm sorry, but be prepared for similar disappointments in real life.
I'm a mapper myself, I know what it's like when no one plays your work, I also know that my first few maps were terrible. Heck if it wasn't for this mod most maps would not get any plays regardless of how good they were since the vCOH system sucks, I'm sure Garnier can attest to that.
«
Last Edit: June 24, 2009, 01:20:50 pm by Unkn0wn
»
Logged
LeoPhone
Honoured Member
Posts: 0
Re: EIRR map update
«
Reply #27 on:
June 24, 2009, 02:11:04 pm »
hat's off for unkown, hes the man!
Logged
Duckordie
Community Mapper
Posts: 1687
Re: EIRR map update
«
Reply #28 on:
June 24, 2009, 02:30:41 pm »
I totally agree.
Hey Unk0wn, Can we have a list of games played?
ex: RtC 300plays, ect ect, it would aid alot where we lay,
dont hide it or change it, just post it!
Logged
^<-- Duck ™ and ©
We need more axis players!:
salan
Synergies TL2 mod!
Posts: 6290
Re: EIRR map update
«
Reply #29 on:
June 24, 2009, 02:48:36 pm »
we have been asking for the functionality for a while but I do not think it is in the reporting process yet. Bigger things are more demanding on the coders.
Logged
www.synergiesmod.com
Duckordie
Community Mapper
Posts: 1687
Re: EIRR map update
«
Reply #30 on:
June 24, 2009, 02:52:14 pm »
Then how can Unk0wn say wich maps are more played and what maps are not?
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: EIRR map update
«
Reply #31 on:
June 24, 2009, 03:00:31 pm »
I can't, but it's fairly obvious to tell which maps get played and which don't.
(Hence why I also started a thread inquiring on the state of some maps)
Logged
Ununoctium
EIR Veteran
Posts: 1256
Re: EIRR map update
«
Reply #32 on:
June 24, 2009, 03:31:24 pm »
Quote from: Unkn0wn on June 24, 2009, 01:18:37 pm
Quote
that makes no sense.
It is the same size as any 3v3 only with a wider center. and it has no more chokepoints than any other map.
I actually went through the effort to check your map in the worldbuilder.
It's NOT the same size as any 3vs3, it's the size of a small 2vs2 (or large 1vs1) from what I remember.
It was a 2v2 until you insisted on me making it a 3v3 or else you wouldn't consider it.
Quote from: Unkn0wn on June 24, 2009, 01:18:37 pm
Quote
Plus look at some of the maps we do have in the launcher... They are terrible.
Like?
We've been cutting back on maps that do not get played, hence why we are also holding up to 'harsher' guidelines on what maps can go in the autoupdater. It's a lose-lose situation for me regardless, if I upload every map people throw at me I will upset a lot of people with the large downloads, bandwidth usage, etc. If I don't upload every map I piss off the mappers who made them.
Cutting back?
Is that what you call weekly updates of 8 unfinished maps?
Honestly, I don't see why you can't just add it to the launcher's map list and let people download it of their own free will.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: EIRR map update
«
Reply #33 on:
June 24, 2009, 03:50:42 pm »
i wonder if we can have a separate launcher for maps, that allow people to get critical updates all the time, and make the personal choice to download the maps or not.
Logged
GarnierMcGarvey
Community Mapper
Posts: 80
Re: EIRR map update
«
Reply #34 on:
June 24, 2009, 04:03:20 pm »
I think that's a good idea. Though it would require programming of the updater. Is it C++?
Logged
Duckordie
Community Mapper
Posts: 1687
Re: EIRR map update
«
Reply #35 on:
June 24, 2009, 04:13:35 pm »
Damn, Relic updated with 1,5gb... And we go crying over like 10mb each map,
Small numbers many times, yeah but its still not 1.5gb.
I say:
ONLY Final Or Last stage Beta maps in Luncher.
(Lucky for me, I am Last stage except my new map France)
Logged
Osprey
Maj. Osprey, Royal Lincolnshire Regiment
Posts: 375
Re: EIRR map update
«
Reply #36 on:
June 24, 2009, 04:30:35 pm »
Quote from: Unkn0wn on June 24, 2009, 11:39:28 am
Osprey this is a different version from the one you playtested a while back.
I actually meant Garnier's test was Epic Fail, wrong sector and all, hehe.
«
Last Edit: June 24, 2009, 04:43:58 pm by Osprey
»
Logged
jackmccrack
EIR Veteran
Posts: 2484
Re: EIRR map update
«
Reply #37 on:
June 24, 2009, 04:45:22 pm »
There's only been one complaint of sector problems and it was most likely a player error, no offense to whoever reported it.
Logged
Let's talk about PIATs in a car.
GarnierMcGarvey
Community Mapper
Posts: 80
Re: EIRR map update
«
Reply #38 on:
June 24, 2009, 08:47:33 pm »
It would have been epic fail if someone had actually reported the other sector being un-cappable, but the only thing I'd ever been told about was the left sector, and they had referred to it as the bottom sector at the time, so I figured that was what was meant.
Logged
DasNoob
EIR Veteran
Posts: 3430
Re: EIRR map update
«
Reply #39 on:
June 24, 2009, 10:38:09 pm »
Don't worry man, we love your map! I foresee it out shining "taint"ville and Abbyville!
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
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