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Author Topic: [FINAL] 6p_Vire_Valley  (Read 32773 times)
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LeoPhone Offline
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Posts: 0


« on: September 02, 2009, 10:55:17 am »

we all know this vcoh map.
i made some changes:
-river changed to LAND
-resectored
-made some openings in the cliffs
-map is 3v3 now

this is the 2nd map i changed the water on it to land.
i guess thats all becouse im dutch  Grin

VERSION 4:
http://www.filefront.com/15260913/6p_Vire_Valley.sga


v3:
http://www.filefront.com/15260519/Betamap.sga

v2:
http://www.filefront.com/15259879/Betamap.sga

v1:
http://www.filefront.com/15254699/6p_Vire_Valley.sga





old versions:
http://www.filefront.com/14451013/Betamap.sga
« Last Edit: December 31, 2009, 02:39:22 pm by LeoPhone » Logged
Dragon2008 Offline
EIR Veteran
Posts: 355



« Reply #1 on: September 02, 2009, 10:56:41 am »

Looks good. Do the sectors extend into the water aswell?
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LeoPhone Offline
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« Reply #2 on: September 02, 2009, 10:58:02 am »

yes
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #3 on: September 02, 2009, 11:44:26 am »

seriously, of all the 4p maps from vCOH you pick this one to fix?
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1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
LeoPhone Offline
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« Reply #4 on: September 02, 2009, 12:21:49 pm »

seriously, of all the 4p maps from vCOH you pick this one to fix?

does that mean you have any others in mind?
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bbsmith Offline
The Brain and Muscle
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Posts: 2778


« Reply #5 on: September 02, 2009, 12:31:05 pm »

Oh...God...No...
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Two Offline
EIR Veteran
Posts: 2079


« Reply #6 on: September 02, 2009, 12:34:55 pm »

seriously, of all the 4p maps from vCOH you pick this one to fix?

does that mean you have any others in mind?

tbh there was nothing wrong with normal vire, only noobs that think the only way to play is to wire of the bridges, if you want to win in vcoh you'd rush across the bridge with the shortest distance between your base and it and make fhq in the house while you wire of the other side and win.

And in eir its not like your guna have mgs and mortars for all the bridges, though with this new availability maybe you do :/
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Quote
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IplayForKeeps: it would be
IplayForKeeps: two = keeps
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #7 on: September 02, 2009, 12:38:20 pm »

Will be fine if you remove the bridges and water like in carentan.
Who knows, maybe you can even fit a little town in there and it might become a good map.
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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
LeoPhone Offline
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Posts: 0


« Reply #8 on: September 02, 2009, 12:42:52 pm »

Will be fine if you remove the bridges and water like in carentan.
Who knows, maybe you can even fit a little town in there and it might become a good map.

good idea,
but it might be allright like this too. only think im worried about is a flak 88 on this map... but so is RTC

1st want one test on this version
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #9 on: September 02, 2009, 01:03:18 pm »

I really don't see this working out, we've been over this before and Bridge maps are simply terrible even if you make ALL the water crossable.

They're vCOH maps for a reason and keeping in mind past projects to 'rework' vCOH maps I can only conclude it's a waste of time. The public simply doesn't want a reworked vCOH map. (Else everyone would be playing 6p_Mc G's, 6p_Linden, 4p_Semois, 4p_RailsnMetal, etc)

Even if you take away the water, it's still a vCOH map.
« Last Edit: September 02, 2009, 01:06:33 pm by Unkn0wn » Logged
LeoPhone Offline
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« Reply #10 on: September 02, 2009, 01:23:57 pm »

oh my gawd! this map is the best ever! its sooo fun to play on!











but lets play RTC, thats not a vCOH map.
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Unkn0wn Offline
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Posts: 18379


« Reply #11 on: September 02, 2009, 01:26:05 pm »

Well lets see how the tests go :p
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #12 on: September 02, 2009, 01:51:15 pm »

seriously, of all the 4p maps from vCOH you pick this one to fix?

does that mean you have any others in mind?

I don't know, the Scheldt?  Maybe Hochwald Gap?
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #13 on: September 03, 2009, 06:37:48 am »

Oh please no, Leo, don't even waste your time with it.
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If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #14 on: September 03, 2009, 07:45:25 am »

to fix this map requires the following:
1. dry up the river
2. position some buildings by the river (garrisons/permanent shotblockers.)
3. make gaps in some of the walls so units can pass through
4. make small paths on the cliff son both sides so at least infantry can pass through
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Quote from: CrazyWR
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Your tiger is a whore
LeoPhone Offline
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Posts: 0


« Reply #15 on: September 03, 2009, 07:48:31 am »

to fix this map requires the following:
1. dry up the river
2. position some buildings by the river (garrisons/permanent shotblockers.)
3. make gaps in some of the walls so units can pass through
4. make small paths on the cliff son both sides so at least infantry can pass through

1: maybe its fine with river too, some new tactics?
2: some more shot blockers in the middle are fine
3: what walls? there arent any
4: nonononononono
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #16 on: September 03, 2009, 08:11:14 am »

to fix this map requires the following:
1. dry up the river
2. position some buildings by the river (garrisons/permanent shotblockers.)
3. make gaps in some of the walls so units can pass through
4. make small paths on the cliff son both sides so at least infantry can pass through

1: maybe its fine with river too, some new tactics?
2: some more shot blockers in the middle are fine
3: what walls? there arent any
4: nonononononono

1. New tactics? it's like JAWS, first one in the water dies
2. yeah an 88 doesn't cover the entire map width
3. the fences and stone walls
4. fine let there be MOAR dead ends and chokepoints. although its nice to have a map with spots where ATGs can just be driven into and around. I think many all mappers have forgotten about hieghtmapping and movement blockers that you can shoot through.

Edit: I thought it was a concensus that while you can edit and make pretty maps nobody here is any better at balancing them than each other so we need a 3rd opinion.
« Last Edit: September 03, 2009, 08:13:19 am by Ununoctium » Logged
Computer991 Offline
Donator
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Posts: 1219



« Reply #17 on: September 03, 2009, 08:22:51 am »

I like how no one appreciates Leo's work -_-

to me it looks fine,bridges are nice don't see how they are bad seeing as how Goliaths are detectable now.
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LeoPhone Offline
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Posts: 0


« Reply #18 on: September 03, 2009, 08:27:33 am »

thx computer, but its just Ununoctium being a dick against me
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #19 on: September 03, 2009, 08:32:38 am »

Leo you didn't make that map....

If anything ou just took credit for relics work. Bad choice on map to steal  Grin
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