AmPM

Community Mapper
 Posts: 7978
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« Reply #20 on: November 19, 2009, 10:56:10 am » |
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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

Donator
 Posts: 1871
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« Reply #21 on: November 19, 2009, 05:05:32 pm » |
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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: Vet has nothing to do with unit preformance. 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.
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brn4meplz

Misinformation Officer
 Posts: 6952
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« Reply #22 on: November 20, 2009, 10:57:27 am » |
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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!  the pussy of a prostitute is not tight enough for destroy a condom 
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RikiRude

Donator
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« Reply #23 on: November 20, 2009, 09:19:34 pm » |
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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 
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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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Demon767

Warmap Betatester
EIR Veteran Posts: 6190
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« Reply #24 on: November 20, 2009, 09:58:02 pm » |
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chateu before the map update was a massive clusterfuck at the beginnering
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 Generalleutnant of The Reichs Wolves  Nevergetsputonlistguy767
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AmPM

Community Mapper
 Posts: 7978
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« Reply #25 on: November 24, 2009, 04:17:44 am » |
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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.  
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« Last Edit: November 24, 2009, 04:21:58 am by AmPM »
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Two
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« Reply #26 on: November 24, 2009, 06:59:04 am » |
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weather ftw
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Malevolence

Donator
 Posts: 1871
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« Reply #27 on: November 24, 2009, 04:15:08 pm » |
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Bridge map ftl.
Road to Chokepoint tbh.
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iggi

Community Mapper
 Posts: 184
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« Reply #28 on: November 24, 2009, 04:52:14 pm » |
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4 of the 5 bridges are land bridges. non destructable. don't be scared 
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-iG-E
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Malevolence

Donator
 Posts: 1871
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« Reply #29 on: November 24, 2009, 06:12:17 pm » |
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Which is... not relevant to them being choke points.
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tank130

Sugar Daddy
 Posts: 8890
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« Reply #30 on: November 24, 2009, 06:47:07 pm » |
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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
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
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AmPM

Community Mapper
 Posts: 7978
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« Reply #31 on: November 24, 2009, 07:16:07 pm » |
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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
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« Reply #32 on: November 24, 2009, 08:13:31 pm » |
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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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 My tigers get penetrated by everything. Its really really frustrating.
Your tiger is a whore
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CrazyWR
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« Reply #33 on: November 24, 2009, 08:57:48 pm » |
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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
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iggi

Community Mapper
 Posts: 184
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« Reply #34 on: November 25, 2009, 12:05:48 am » |
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like i said... don't be scared  be brave. very brave.
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Unkn0wn

No longer retired
 Posts: 18379
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« Reply #35 on: November 30, 2009, 05:03:58 am » |
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Looks good chaps.
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AmPM

Community Mapper
 Posts: 7978
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« Reply #36 on: November 30, 2009, 09:16:21 pm » |
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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

Honoured Member
 Posts: 2365
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« Reply #37 on: December 01, 2009, 01:34:15 am » |
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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

Community Mapper
 Posts: 7978
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« Reply #38 on: December 01, 2009, 03:02:11 am » |
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Its comin along, once Iggi finishes this round of detail work and beautifying I'll be laying down sectors.
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panzerman
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« Reply #39 on: December 01, 2009, 06:33:44 am » |
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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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