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Author Topic: [ALPHA] 6p_beyond_the_sea  (Read 11871 times)
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thaelmann Offline
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Posts: 177


« on: July 10, 2009, 05:14:28 pm »

i've been trying to figure out how the world builder works for some time now. and i've come to thinking that the best way to do so is actually making a map. though it will take at least a week before a playable version will be ready i wanted to give you guys some kind of preview on what i've been working on. so here's the first few pictures of 6p_beyond_the_sea. any sugestions are more than welcome.







« Last Edit: July 15, 2009, 02:51:40 pm by thaelmann » Logged

Smokaz Offline
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« Reply #1 on: July 10, 2009, 05:16:06 pm »

looks good, good job. you should make it so the spawns arrive from each of their corner, if its a 2v2
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thaelmann Offline
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« Reply #2 on: July 10, 2009, 05:19:19 pm »

thx. it's a 3v3 actually, the size is about the same as tanteville. two players of each team will spawn at the centre road, the third at the road on the far side.
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spinn72 Offline
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Posts: 1802



« Reply #3 on: July 10, 2009, 05:55:50 pm »

needs more cover i think, or else it needs to be in the snow.  Currently with so many roads half the map looks like its negative cover.

More hedges, sandbags etc would help.
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Killer344 Offline
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« Reply #4 on: July 10, 2009, 07:26:18 pm »

more maps = awesome, even if they're imbalanced, at least we have new maps :/.
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jackmccrack Offline
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Posts: 2484


« Reply #5 on: July 10, 2009, 07:51:48 pm »

wtf is with the images
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bbsmith Offline
The Brain and Muscle
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« Reply #6 on: July 10, 2009, 07:52:38 pm »

They are on crack?
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thaelmann Offline
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Posts: 177


« Reply #7 on: July 11, 2009, 09:41:41 am »

wtf is with the images

?

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Scyn Offline
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« Reply #8 on: July 11, 2009, 09:47:29 am »

Looking good, Thaelmann
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Bubz Offline
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Posts: 726



« Reply #9 on: July 11, 2009, 09:57:13 am »

z.z change light please.
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Jazlizard Offline
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Posts: 691


« Reply #10 on: July 11, 2009, 10:00:21 am »

Looks like a good start, I like the mostly symmetrical design.

Definitely needs more cover, I noticed there isn't much damage on the map, it's something you may wish to consider and may help with cover ideas (e.g. vehicle wrecks), it also adds some flavor in my opinion, but not necessary if it doesn't go with the theme of your map.

The only thing I don't like about the map is the upper and upper left part of it looks pretty empty and the big circle of trees in the upper right, although the latter is just more of a preference for me likely than any real balance issues.

Lastly it's minor, but I don't like the lighting either, overdone I guess.
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Glaze Offline
EIR Veteran
Posts: 112



« Reply #11 on: July 11, 2009, 10:04:42 am »

Now that ya mention it, the lighting does look a little silly, and there will certainly need to be some more cover in some of those open areas, but some of the areas (church, farm, manor) look really well done!  Keep it up!
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Scyn Offline
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Posts: 1011


« Reply #12 on: July 11, 2009, 10:06:01 am »

I don't really understand what's wrong with a bright sunny day on a map Tongue
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thaelmann Offline
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« Reply #13 on: July 11, 2009, 10:12:21 am »

The only thing I don't like about the map is the upper and upper left part of it looks pretty empty

that's because it isn't done yet  Wink

and the big circle of trees in the upper right

this one's some kind of a placeholder. i think there will be trees eventually, but for sure not in this circle shape.

I noticed there isn't much damage on the map, it's something you may wish to consider and may help with cover ideas (e.g. vehicle wrecks), it also adds some flavor in my opinion

i'm putting something like that in right now.

Lastly it's minor, but I don't like the lighting either, overdone I guess.

the map's setting is the evening of d-day. so i tried to make it look like a summer evening. there's gonna be more weather options. at least a rainy/stormy setting is what i've been thinking about. for those who don't like the bloom. i kinda like it.  Smiley
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Jazlizard Offline
EIR Veteran
Posts: 691


« Reply #14 on: July 11, 2009, 10:25:42 am »

Hey NP Thaelmann, I know it's a WIP  Smiley

Lighting options are always nice to have, keep up the good work, look froward to the finished product.
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EliteGren Offline
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Posts: 6106


« Reply #15 on: July 11, 2009, 10:35:02 am »

Looks really good, looking forward for release.
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i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
thaelmann Offline
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« Reply #16 on: July 11, 2009, 10:44:02 am »

this one is exclusively for Jazlizard:



i really like when a map kind of tells you little stories. for example if there's an flak emplacement there will have to be a shot down plane somewhere. or like the german officer who got caught when he tired to evacuate his hq:

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Sach Offline
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Posts: 1211


« Reply #17 on: July 11, 2009, 11:00:42 am »

The chateau and Church dominating the middle gets my anti-wehr sense tingling but apart from that it looks nice.
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Jazlizard Offline
EIR Veteran
Posts: 691


« Reply #18 on: July 11, 2009, 11:17:43 am »

Hehe, thanks for the shot thael.

Actually the Chateau looks pretty assailable from the back via grenades (hard to tell but it looks like it can't shoot that direction?) and indirect fire, also from the hedges via indirect fire.

The only building that is kinda bleh is the one in the cemetary, assuming you can enter it I think it can only fire 2 ways, maybe 1.
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #19 on: July 11, 2009, 11:54:15 am »

The area to the left of chateau and right of church look more like barbwire/sandbag/tanktrap land.
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