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Unkn0wn
No longer retired
Posts: 18379
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« Reply #1 on: September 04, 2009, 03:01:08 am » |
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Simple, pretty and effective!
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Osprey
Maj. Osprey, Royal Lincolnshire Regiment
Posts: 375
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« Reply #2 on: September 04, 2009, 03:05:40 am » |
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Looks good.
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CrazyWR
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« Reply #3 on: September 04, 2009, 03:21:14 am » |
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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
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spinn72
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« Reply #4 on: September 04, 2009, 03:34:39 am » |
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looks like 4p Tanteville lol.
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Baine
Steven Spielberg
Posts: 3713
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« Reply #5 on: September 04, 2009, 03:48:16 am » |
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looks like 4p Tanteville lol.
Exactly, but why not
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Smokaz
Honoured Member
Posts: 11418
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« Reply #6 on: September 04, 2009, 05:03:48 am » |
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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
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« Last Edit: September 04, 2009, 05:07:20 am by Smokaz »
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SlippedHerTheBigOne: big penis puma SlippedHerTheBigOne: and i have no repairkits SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
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Ununoctium
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« Reply #7 on: September 04, 2009, 05:20:35 am » |
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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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My tigers get penetrated by everything. Its really really frustrating.
Your tiger is a whore
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Baine
Steven Spielberg
Posts: 3713
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« Reply #8 on: September 04, 2009, 05:39:10 am » |
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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
Honoured Member
Posts: 0
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« Reply #9 on: September 04, 2009, 06:22:48 am » |
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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 -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
Honoured Member
Posts: 11418
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« Reply #10 on: September 04, 2009, 06:40:38 am » |
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Where are the spawns, how big is this map compared to say RTC?
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LeoPhone
Honoured Member
Posts: 0
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« Reply #11 on: September 04, 2009, 06:47:03 am » |
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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
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« Reply #12 on: September 04, 2009, 07:08:21 am » |
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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
Honoured Member
Posts: 11418
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« Reply #13 on: September 04, 2009, 07:16:43 am » |
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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
Honoured Member
Posts: 0
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« Reply #14 on: September 04, 2009, 07:40:58 am » |
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explain that again please
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Baine
Steven Spielberg
Posts: 3713
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« Reply #15 on: September 04, 2009, 07:46:20 am » |
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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
Honoured Member
Posts: 0
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« Reply #16 on: September 04, 2009, 07:50:20 am » |
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lol, and that should go from one spawn to the other? yeah right...
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Baine
Steven Spielberg
Posts: 3713
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« Reply #17 on: September 04, 2009, 08:34:50 am » |
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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
Honoured Member
Posts: 11418
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« Reply #18 on: September 04, 2009, 08:44:45 am » |
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i thought germans were weak against logic, like egyptians were prone to pyramids and triangles
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Warbirds
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« Reply #19 on: September 04, 2009, 08:45:47 am » |
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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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