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Author Topic: Mountain Valley *Update 7/7/10*  (Read 39997 times)
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #80 on: December 01, 2009, 11:17:04 pm »

On a computer problem side note... our leader is having similar problems HHAHA


My whole main comp is gone.

Flames.

Wow.

I am using a friends laptop - and Ive managed to salvage the HDDs, my Main HDD seems to be corrupted, but I backed up so its all good.

Now Im currently (as in, right now) piecing a comp together and should be online tonight / tommorow.

This is utter bullshit - and it seems the gods of EIRR are unhappy with my lack of updates HAHAHA.

Seeya soon!  And I'll catchup on all the gossip soon.
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Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #81 on: December 01, 2009, 11:44:28 pm »

Done and ready for the hard part, play testing.

Links and screens on first page.
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RikiRude Offline
Donator
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Posts: 4376



« Reply #82 on: December 02, 2009, 02:02:08 am »

think you guys could post a replay of the game you had on it today? so we can see it in action?
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Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
... or a fat ass cock sucking churchill being stupid
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #83 on: December 02, 2009, 02:18:40 am »

MAP UPDATED, see first post.
« Last Edit: December 02, 2009, 12:48:59 pm by AmPM » Logged
fallensoldier7 Offline
EIR Veteran
Posts: 667


« Reply #84 on: December 02, 2009, 05:36:56 pm »

Just a suggestion, but perhaps this map should be made the new pp 150% 3v3 map so we can get the maximum amount of testing in.
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tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #85 on: December 03, 2009, 05:07:57 pm »

This one of the best looking maps I have seen. I really love the multi leveled terrain.
Unfortunately, it plays not so great. Vehicles seem to move incredibly slow on the main roads and the pathing is pretty crazy in the city.

I don't want to bitch about your map because you have put a shit load of work into it. But I have to be honest and say it was very difficult and frustrating to play.

I would suggest the main roads be wider, correct pathing, and resolve what ever issue is causing slow vehicles. Perhaps it was due to winter conditions, but that is just a guess.
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Quote
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.
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #86 on: December 03, 2009, 05:11:53 pm »

The roads do not provide a road speed bonus, could make it do that but they would then all become negative cover.

Roads do not need to be wider, just don't try to shove multiple tanks down a city street.

Pathing in the city is a problem, its because the AI looks for the "shortest" route, not the fastest, so sometimes it will make odd turns and decisions.

Right now we are mainly looking at opening up the "north" side of the city, it only has 1 real entrance, and there are multiple pathfinding and shotblocking fixes coming in the next version. S

However, the city will remain a very nasty place to try and assault with tanks, as it should be, and most of the roads will remain standard movement speeds instead of road speed (though some major routes will probably gain them).
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #87 on: December 03, 2009, 06:16:31 pm »

yeah, at least from the spawn to the city, this map is really big.
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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.
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #88 on: December 04, 2009, 02:04:58 am »

I really enjoy the map, AMPM knows my thoughts, but to post them here, the city needs the roads just a tad wider, there needs to be a slightly easier route north side from spawn to spawn, and the mortar bunker needs to be put back in,
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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
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #89 on: December 04, 2009, 04:43:16 am »

Update, change in atmosphere, its prettier.

Minor beautification, shot blockers added that actually work...maybe, Iggi says they do.

Anyway, DOWNLOAD AND TEST, then leave feedback.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #90 on: December 04, 2009, 05:40:11 am »

Its a monumental map, huge, complex, lots of work must have gone into it. But ultimately I think the rivers are too wide and that getting a 57mm into middle from your spawn takes like 5 ACTUAL minutes to do, which hurts a lot. It needs to have FEWER but more more important sectors outside the spawns on each side, but the current city like sector division in middle is very very good. The pathing/movement restriction of the map needs to be looked closely at as well, it needs to be more open, easier to traverse.
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #91 on: December 04, 2009, 05:58:34 am »

Yea, the time it takes support to reach the front can be daunting.

We're considering adding roads that give road speed bonus from the spawns to the center, allows faster deployment of units.

I wish we could have ATGs towed by halftracks...
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #92 on: December 04, 2009, 09:21:31 am »

Its a monumental map, huge, complex, lots of work must have gone into it. But ultimately I think the rivers are too wide and that getting a 57mm into middle from your spawn takes like 5 ACTUAL minutes to do...

When AMPM makes a map, i wouldn't have expected anything else! Gogo French Countryside! I liked that map!
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Tymathee Offline
Donator
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Posts: 9741



« Reply #93 on: December 04, 2009, 02:05:50 pm »

Its a monumental map, huge, complex, lots of work must have gone into it. But ultimately I think the rivers are too wide and that getting a 57mm into middle from your spawn takes like 5 ACTUAL minutes to do, which hurts a lot. It needs to have FEWER but more more important sectors outside the spawns on each side, but the current city like sector division in middle is very very good. The pathing/movement restriction of the map needs to be looked closely at as well, it needs to be more open, easier to traverse.

my thoughts exactly on this map. It takes about 2 minutes to get a friggin infantry unit its annoying and omg, dont get a crippled tank and try to make it back to spawn! You're just asking to get it hunted down, if your tank or infantry can traverse the many twists and turns. I do love how there's no blocking on the trees though so you can shoot At projectiles thru :p
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #94 on: December 04, 2009, 03:11:49 pm »

I like the no shotblocking, but it appears most people are against it.  Also, I really enjoy the large maps AMPM puts out(incl. FC, that needs to come back), but apparently some people prefer things smaller...
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Tymathee Offline
Donator
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Posts: 9741



« Reply #95 on: December 04, 2009, 04:55:00 pm »

I love the map but it's difficult to play on and it feels congested. really useful to arty and infantry companies and especially support spam (great for inf and support and arty loves both those types of companies) and vehicle companies will seriously be crippled...i should know Sad
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #96 on: December 04, 2009, 07:47:05 pm »

Ready for launcher addition?
Keep in mind I will not be able to upload fixed versions all the time so it should at least be in a highly playable and enjoyable state.

But by the looks of it it should really be in the launcher ASAP Smiley
« Last Edit: December 04, 2009, 07:48:42 pm by Unkn0wn » Logged
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #97 on: December 05, 2009, 12:32:47 am »

Should be playable, pretty much all gameplay changes are in other than roads that give road speed.

Its currently using the betamap name, so all people need to do is download it and place it in the right spot.

Will let you know when we get it pretty final.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #98 on: December 09, 2009, 03:19:36 am »

Update
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #99 on: December 10, 2009, 06:18:49 pm »

Rdy for addition?
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