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Author Topic: [FINAL] 4p_Bergen  (Read 14266 times)
0 Members and 5 Guests are viewing this topic.
LeoPhone Offline
Honoured Member
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Posts: 0


« on: September 04, 2009, 02:59:24 am »

after all my ''eyecany, but horrible gameplay'' maps, i decided to make a map like the community wants it.
tell me what you think.

map is all finised now! and in module
v1.2: http://www.filefront.com/15254403/4p_Bergen.sga






v1.0: http://www.filefront.com/14476967/4p_Bergen.sga
v1.1(2): http://www.filefront.com/14491629/4p_Bergen.sga
« Last Edit: December 30, 2009, 05:42:33 pm by LeoPhone » Logged
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #1 on: September 04, 2009, 03:01:08 am »

Cheesy

Simple, pretty and effective!
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Osprey Offline
Maj. Osprey, Royal Lincolnshire Regiment
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Posts: 375



« Reply #2 on: September 04, 2009, 03:05:40 am »

Looks good.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #3 on: September 04, 2009, 03:21:14 am »

looks good, although if attacking from the left, the house on the lower side of the road closest to spawn looks very difficult to flank...whereas on the other side, both houses have forests close by.
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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
spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #4 on: September 04, 2009, 03:34:39 am »

looks like 4p Tanteville lol.
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #5 on: September 04, 2009, 03:48:16 am »

looks like 4p Tanteville lol.

Exactly, but why not Tongue
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #6 on: September 04, 2009, 05:03:48 am »

Tanteville 2: The revenge.

Input:

- Please remove the hedges
- Try removing some of the buildings farthest away from the sides of the long --- road that goes through the map. Then add some buildings all across this road to give the city a special feel.
- Remove the fields, we have enough maps with these boring farmland stuff already. Add something more interesting.
- PLEASE NO CHATEAU
« Last Edit: September 04, 2009, 05:07:20 am by Smokaz » Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #7 on: September 04, 2009, 05:20:35 am »

try adding some small ponds or cliffs only 8 across.
having movement blockers that aren't shotblockers helps with support weapons on all these flat maps.
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Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything.  Its really really frustrating.
Your tiger is a whore
Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #8 on: September 04, 2009, 05:39:10 am »

What about a small river that moves along the road (from left to right), passable of course. And a little mill at one point?

And on one side you could add a lot of craters from explosions, and a lot of wrecks to show a tank battle from earlier!

Sandbags and wire at the town entrance to show that it has been defended but not yet been fought over!
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #9 on: September 04, 2009, 06:22:48 am »

Tanteville 2: The revenge.

Input:

- Please remove the hedges
- Try removing some of the buildings farthest away from the sides of the long --- road that goes through the map. Then add some buildings all across this road to give the city a special feel.
- Remove the fields, we have enough maps with these boring farmland stuff already. Add something more interesting.
- PLEASE NO CHATEAU

-remove ALL hedges Huh
-rgr
-il see what i can do
-why are you even thinking about a chateau? :S

try adding some small ponds or cliffs only 8 across.
having movement blockers that aren't shotblockers helps with support weapons on all these flat maps.

yeah, since support weapons are very weak on very open maps, and we all know how good cliffs are... you cant flank any support weapons anymore.

What about a small river that moves along the road (from left to right), passable of course. And a little mill at one point?

And on one side you could add a lot of craters from explosions, and a lot of wrecks to show a tank battle from earlier!

Sandbags and wire at the town entrance to show that it has been defended but not yet been fought over!


a river? THIS IS GONNA BE A STANDART MAP!!!!

and il make it pretty and destroyed, dont worry.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #10 on: September 04, 2009, 06:40:38 am »

Where are the spawns, how big is this map compared to say RTC?
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LeoPhone Offline
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Posts: 0


« Reply #11 on: September 04, 2009, 06:47:03 am »

watch the screenshot if you want to know where the spawns are,

is the same width as RTC, and a bit shorter in length
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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #12 on: September 04, 2009, 07:08:21 am »

I think we you need more defensive Houses on the map.  We don't want this to be another St. Winn where if you push someone out of the city they have no hope of killing his extra ranged MG42s in buildings.

Basically a Normal 2 storied house half way between the spawns and town (located in the clearings) would work.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #13 on: September 04, 2009, 07:16:43 am »

Ah, about the spawns. What I wanted earlier was for the houses to intersect with the middle of the map like houses next to a train station. So that means my idea was for the houses to up from the bottom to the top of the middle road (I) on both sides of it
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #14 on: September 04, 2009, 07:40:58 am »

explain that again please
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #15 on: September 04, 2009, 07:46:20 am »

explain that again please

H = House
I = Road

                           H  I  H
                           H  I  H
                           H  I  H
                           H  I  H
                           H  I  H
                           H  I  H
                           H  I  H
                           H  I  H
                           H  I  H
                           H  I  H
                           H  I  H
                           H  I  H
                           H  I  H
                           H  I  H

You get the idea.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #16 on: September 04, 2009, 07:50:20 am »

lol, and that should go from one spawn to the other? yeah right...
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #17 on: September 04, 2009, 08:34:50 am »

lol, and that should go from one spawn to the other? yeah right...

You are really very resistant to logic, did i make it from left to right or from bottom to top?
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #18 on: September 04, 2009, 08:44:45 am »

i thought germans were weak against logic, like egyptians were prone to pyramids and triangles
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #19 on: September 04, 2009, 08:45:47 am »

tbh it looks rather dull from the screenshot.

Add in more cover, fill in the empty spots, use your creativity here!  And don't forget your heightmapping tool!

Also, it looks a bit small for a 2v2.  Just some things I'm noticing here.
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