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Author Topic: Mountain Valley *Update 7/7/10*  (Read 36835 times)
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #20 on: November 19, 2009, 10:56:10 am »

That could actually be done by just laying out the territories in a diamond pattern, and would work on just about every map.
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Malevolence Offline
Donator
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Posts: 1871



« Reply #21 on: November 19, 2009, 05:05:32 pm »

No longer will the map have any hedges! Or buildings.... or anything, just a road!  Siberian Plains!
You may be joking but I seriously want a map like that with maybe a few sandbags. Thats why Radar Station is so awesome, its pretty much a blank slate

Road to Kansas tbh.
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Akranadas' Greatest Hits, Volume 1:

Quote from: Akranadas
Vet has nothing to do with unit preformance.

Quote from: Akranadas
We are serious about enforcing this, and I am sure you all want to be able to have your balance thought considered by the development team with some biased, sensationalist coming into your thread and ruining it.
brn4meplz Offline
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Posts: 6952


« Reply #22 on: November 20, 2009, 10:57:27 am »

I don' even want to consider the Axis win stats on a map with no shot blocking features.
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He thinks Tactics is a breath mint

Wow I think that was the nicest thing brn ever posted!  Tongue

the pussy of a prostitute is not tight enough for destroy a condom Wink
RikiRude Offline
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Posts: 4376



« Reply #23 on: November 20, 2009, 09:19:34 pm »

there is already a map that is diamond shaped so to speak, don't remember the name of it though, no one ever plays it, its a 3v3 and the spawns are all in one corner, so when your team comes on its one big cluster fuck.

road to kansas made me lol male Cool
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #24 on: November 20, 2009, 09:58:02 pm »

chateu before the map update was a massive clusterfuck at the beginnering
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Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #25 on: November 24, 2009, 04:17:44 am »

Woooo

Not going to show sectoring, cause its not done yet. But it is focused on gameplay around objectives and taking and holding.

It's coming along, hopefully a release this week.



« Last Edit: November 24, 2009, 04:21:58 am by AmPM » Logged
Two Offline
EIR Veteran
Posts: 2079


« Reply #26 on: November 24, 2009, 06:59:04 am »

weather ftw
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Quote
IplayForKeeps: if we were an equation
IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
Malevolence Offline
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Posts: 1871



« Reply #27 on: November 24, 2009, 04:15:08 pm »

Bridge map ftl.


Road to Chokepoint tbh.
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iggi Offline
Community Mapper
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Posts: 184


« Reply #28 on: November 24, 2009, 04:52:14 pm »

4 of the 5 bridges are land bridges.  non destructable.  don't be scared Wink
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-iG-E
Malevolence Offline
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Posts: 1871



« Reply #29 on: November 24, 2009, 06:12:17 pm »

Which is... not relevant to them being choke points.
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tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #30 on: November 24, 2009, 06:47:07 pm »

I see four crossings. Is that really a choke point map?

If there are equal sectors on both sides it could be interesting as well. Neither side can win unless they get to the other side. With four crossings, I don't see this as a problem.
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Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #31 on: November 24, 2009, 07:16:07 pm »

Lets just say this, if you turtle on one side or the other you will be leaving your other teammates to fend for themselves, as well as not holding enough sectors to win without a large movement.

Basically, center town, and the two smaller towns are going to be worth multiple sectors, without them you will not win. The two smaller will equal out the larger, meaning control of one side of the river does not get you a win.

Also, the map is played the long way, so its impossible to choke off the enemy team from either side of the map.

You will fight, you will push, because without taking those "objectives" you will lose the game.
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #32 on: November 24, 2009, 08:13:31 pm »

Ok i think there is a big chance of pulling this map offsideways.
could we run a trial period where the players spawn on the long sides (both sides of the river)?
Because the reduced distance from spawn might help with arty camping issues.
the only problem I see is if you need to support against a push on one side of the river.. well its going to be a bitch to cross over.
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Quote from: shockcoil
Quote from: CrazyWR
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Your tiger is a whore
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #33 on: November 24, 2009, 08:57:48 pm »

so you didn't read his post?
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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
iggi Offline
Community Mapper
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Posts: 184


« Reply #34 on: November 25, 2009, 12:05:48 am »

like i said... don't be scared Smiley

be brave.  very brave.
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #35 on: November 30, 2009, 05:03:58 am »

Looks good chaps.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #36 on: November 30, 2009, 09:16:21 pm »

Unky, going to need it uploaded into the module and the map downloader soon, should have a beta tonight or tomorrow.
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Nevyen Offline
Honoured Member
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Posts: 2365


« Reply #37 on: December 01, 2009, 01:34:15 am »

Im tempted to come  back to the mod for a few days to play this map a few times, thats how interested i am in this
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #38 on: December 01, 2009, 03:02:11 am »

Its comin along, once Iggi finishes this round of detail work and beautifying I'll be laying down sectors.
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panzerman Offline
EIR Veteran
Posts: 689


« Reply #39 on: December 01, 2009, 06:33:44 am »

even if u even up this map arty based company's will own ass if it is put the way it is shown...they will have full range into each others spawn...

(i wish coh or EIRR never had any arty apart from mortars...)

but looks good i reckon lots of people will loose vet and vehicles trying to cross...
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