LeoPhone
Honoured Member
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« Reply #40 on: August 31, 2009, 02:39:39 pm » |
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i found the map! hansvonluk had it! thx alot hans, for sending me the map ive made a few small changes, and now the map is ready to be uploaded in the updater! v2.2 http://www.filefront.com/14439079/4p_Vieux_Port.sga
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Unkn0wn
No longer retired
Posts: 18379
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« Reply #41 on: August 31, 2009, 02:51:53 pm » |
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Get 1 or 2 final test games on it with the participants posting feedback and I will.
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LeoPhone
Honoured Member
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« Reply #42 on: August 31, 2009, 03:14:32 pm » |
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geez unk0wn... why are you doing so hard? you already heard from hansvonluck its fine.
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RikiRude
Donator
Posts: 4376
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« Reply #43 on: August 31, 2009, 05:29:06 pm » |
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Pretty good map, I don't know if I like the fact that the air strip is so open, but since there are no good spots to really set up, you can always flank through there which is good. Leo said he was going to try turning it into a 3v3 and see how that goes I think if it was just a little bit bigger it would be perfect for 3v3.
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Killer344: "Repent: sory no joke i just had savage diorea" ... or a fat ass cock sucking churchill being stupid
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LeoPhone
Honoured Member
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« Reply #44 on: September 01, 2009, 06:24:22 am » |
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map updated: its a 3v3 map now, the water(river&lake) has been removed i need one more testrun, and then its ready to go in the updater. who wants to play? v3.0 http://www.filefront.com/14443199/4p_Vieux_Port.sga
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Unkn0wn
No longer retired
Posts: 18379
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« Reply #45 on: September 01, 2009, 08:34:37 am » |
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How did it go? I saw some people played it, post your comments!
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LeoPhone
Honoured Member
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« Reply #46 on: September 01, 2009, 08:50:21 am » |
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after the game they told me the map was fine, allies only saw half of it however ^^ they couldnt think of anything that might was wrong. i however saw 2 small statues that were shot blocking and couldnt get crushed by anything, i dont know if they can be destroyed, and next be shot over, i dont think so. if you think thats important enough to make another update unkown, i will.
only other thing i can think of, was that this game was more of a 3x 1v1 instead of a 3v3. not so bad.
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Unkn0wn
No longer retired
Posts: 18379
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« Reply #47 on: September 01, 2009, 09:47:33 am » |
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What statues were they? It might get annoying if things get stuck on it, depending on where they are placed. Normally statues are destructible though.
As for the 3x 1vs1 that's just how some games play out and I don't think that would have anything to do with the map design. (Considering how it's not wider than the average 3vs3 map even)
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Osprey
Maj. Osprey, Royal Lincolnshire Regiment
Posts: 375
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« Reply #49 on: September 01, 2009, 05:58:31 pm » |
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The hanger is a bit in-the-way to be honest. Terrain wise, it's great, but I find it hard to see what's going on on that side of the map without having to constantly rotate the camera around it.
Having my tactical view and command impaired by eye-candy spoilt the map for me on first impressions. It's probably nice aside from that, but that's enough to put me off of playing it.
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Sharpshooter44
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« Reply #50 on: September 01, 2009, 07:24:37 pm » |
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This map looks great, but playability is horrid, stick a mortar in the middle and it prevents flanking from all sides with ease.. the map just is a major clustermap
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Unkn0wn
No longer retired
Posts: 18379
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« Reply #51 on: September 02, 2009, 04:26:28 am » |
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This is why people providing feedback after the initial tests is important, now everyone may have downloaded a map that no one will like playing
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LeoPhone
Honoured Member
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« Reply #52 on: September 02, 2009, 05:11:49 am » |
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like the hangar is such a big deal, and a reason not to play the map. in alot of games there isnt even fighting going on there.
and sharpshooter is just whining. the game hes talking about was horrible for my mortars, he just needs to learn to either countermortar or advante to the middle where the mortars were, we didnt have so much defenses there at all.
but the mortars did die tough, i lost all my vet paks and mortars to a single howy in that game.
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LeoPhone
Honoured Member
Posts: 0
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« Reply #53 on: December 30, 2009, 11:39:18 am » |
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UPDATE: map needed an update, here it comes: - removed some buildings and crap in the middle - removed all the mess from the roads (and fields a bit) - removed some roof from the hangar yes, all i did was remove stuff questions: - SHALL I MAKE IT 4V4 SO IT CAN BE PLAYED 3V3/4V4? - anything else to fix about the map?
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fallensoldier7
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« Reply #54 on: December 30, 2009, 01:21:30 pm » |
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I don't think it would be a good 4v4 map. It seems about right for 3v3. 4v4 might make things too cramped.
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LeoPhone
Honoured Member
Posts: 0
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« Reply #55 on: January 03, 2010, 06:19:15 am » |
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« Last Edit: January 03, 2010, 01:19:30 pm by LeoPhone »
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LeoPhone
Honoured Member
Posts: 0
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« Reply #56 on: January 03, 2010, 03:13:11 pm » |
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after some good advice of lionell, (thx) i decided it was better to change the middle fountain. it was right crossing over the main road, and it screw up the pathing really much. version 3.3: http://www.filefront.com/15283941/6p_Vieux_Port.sgaAND BEHOLD: THE NEW MIDDLE, IT MIGHT EVEN LOOK BETTER!
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fallensoldier7
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« Reply #57 on: January 03, 2010, 07:14:43 pm » |
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I would have preferred if you moved the fountain to the other side of the road since, every time I played on that map, there have been a handful of engagements where one team's tanks would break through the wall on the left side of the square. With the fountain there, breaking through the wall might not be such a good idea anymore since then the fountain would slow everything down.
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Unkn0wn
No longer retired
Posts: 18379
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« Reply #58 on: January 04, 2010, 06:12:27 am » |
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Very good point to be honest.
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LeoPhone
Honoured Member
Posts: 0
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« Reply #59 on: January 04, 2010, 01:37:37 pm » |
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ok.. i could but then the fountain needs to be smaller.
i could also cut the foutain in two so there will be a path in the middle for the tanks to break trough.
pick one please
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