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Author Topic: [BETA] 4p_France  (Read 30822 times)
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Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #20 on: July 03, 2009, 01:40:12 am »

http://www.megaupload.com/?d=WBC4SZ70

New version out. Please dl and have it in your map files.

Changes:
Removed 2 dead tanks
Removed Tank blockers (wood)
Removed Logs pile
Removed Stone walls in mid
added A new sector system
Changed the mid a bit
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^<-- Duck ™ and ©


 We need more axis players!:
Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #21 on: July 10, 2009, 11:39:51 am »

Bump


so Devs see it
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #22 on: July 15, 2009, 12:45:40 pm »

It's still not in the list so can't play.
Logged

salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #23 on: July 15, 2009, 12:48:45 pm »

hmmm... compiled wrong?
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #24 on: July 15, 2009, 12:54:19 pm »

I tested it and it worked.

Edit: fixed next hotfix
« Last Edit: July 15, 2009, 01:07:54 pm by Unkn0wn » Logged
Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #25 on: July 15, 2009, 01:53:00 pm »

? Smiley

like map
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Aggamemnon Offline
Donator
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Posts: 418


« Reply #26 on: July 15, 2009, 06:34:12 pm »

I quite like it, but I think it's lost some of it's rural flavour since you made everything square.

I also get the tank shell custom defences.

My only problem is there are floating trees on the south end, right near the spawn.
And on the middle right (without the cliff, just roads and walls) there is a wall with wire on the road side of it, the wire doesn't work, and you can get green cover from that side, remove the wire, or make it red cover on that side.

Interesting map all round, allows for some nice flanking and stuff.
I'd personally make the areas around the 4 center buildings a big larger. (just a touch mind).


Also, the load screen has a type, *DUCK OR IDE.*
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #27 on: July 16, 2009, 10:22:29 am »

played it last night, was fun!  was easy to get side capped if you tried to hold the middle, nice sectoring imo
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #28 on: July 16, 2009, 06:17:02 pm »

The map is horribly biased towards the left side.

The town is worth a ton and the left side has easy access to it.



Look at it.  The right side owns more than half the map and they have .35 pop while the left side has .65 pop.

Its horribly imbalanced atm.
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Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #29 on: July 17, 2009, 01:34:28 am »

Well its really not, one side need to push a small bit further.

The problem why its red and you lose is becuse you dont have the town, the town is 5! (!) Sectors, Take town or outcap.

The reason why the line goes up there is because of the wall,

The other side, the right side also got more buildings and more cover. So they have it easier to "attack" the town


Thnx for all feedback, but due the map is in the luncher it wont be updated for some time,
Right now the map is quite balanced and fair

(note: many maps are not "fair" middle, ex: RtC, Virevill ect.)
Logged
spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #30 on: July 17, 2009, 02:23:55 am »

i like the idea of strategic positions.  Much more worth it.  Maybe more 3v3 and 4v4 maps can do this to concentrate the battle in larger maps into small areas.
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Aggamemnon Offline
Donator
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Posts: 418


« Reply #31 on: July 17, 2009, 02:27:35 am »

Yeah we noticed this after playing some, it's hard for a lot of people to get to grips with, but I like the change of pace, and the dynamic of either holding the important 5 sector town, or outcapping the side (won both ways personally hehe).
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Malevolence Offline
Donator
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Posts: 1871



« Reply #32 on: July 17, 2009, 02:43:19 am »

The reason gold sector is never played is because the sectors are blatantly unfair. This looks like it may be shaping up to be the same, but I'll give it a try first.
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #33 on: July 17, 2009, 02:49:11 am »

Sectors are indeed bad.  If you spawn from the side closer to the town, you get an advantage making it almost impossible for your opponent to cap.
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Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #34 on: July 17, 2009, 02:59:26 am »

I agree DasNoob that the town might be a bit wrong placed,

In next version I gonna add 2 sectors to the right, making it more sector balanced.

Keep the good feedback up
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #35 on: July 17, 2009, 03:25:11 am »

Ok sweet.  Map is eye candy.
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #36 on: July 23, 2009, 04:20:31 pm »

Hey Duck, you going to get this fixed and in the next patch?
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #37 on: July 23, 2009, 04:28:37 pm »

Left side > right side

http://www.filefront.com/14108401/Archives.rar

look at this to see what i mean, we hold half the map and they are bleeding out of their ass

it might be the sides though, and I think the sides counting for a lot of the map being really good on this map since its so small

« Last Edit: July 23, 2009, 04:30:52 pm by Smokaz » Logged

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Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #38 on: July 23, 2009, 04:59:32 pm »

I gonna update the map tomorrow, Please post more feedback until that.
I am not sure Unk0wn will update the map anyway, so maybe waste of time...

I gonna make some sector change and make the right side stronger
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #39 on: July 23, 2009, 05:10:37 pm »

I gonna update the map tomorrow, Please post more feedback until that.
I am not sure Unk0wn will update the map anyway, so maybe waste of time...

I gonna make some sector change and make the right side stronger
yes please. maybe add some decent building to it while you're there.
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