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8p_StLambert, Other versions removed.
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Topic: 8p_StLambert, Other versions removed. (Read 15149 times)
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AmPmAllied
509th Airborne
EIR Veteran
Posts: 285
8p_StLambert, Other versions removed.
«
on:
August 02, 2007, 06:27:09 pm »
Working on a map, decided to go ahead and try some different stuff, height mapping, atmosphere, etc.
Playable from 2v2-4v4
Screenshots:
Top Down-
other screens with fog on:
Beta 1 had sectors that were too large, hard to capture or clear. This is fixed. More environmental cover added in the empty field areas, shrubs, trees, that stuff.
Newest version is up. Yes, another one, again.
[attachment deleted by admin]
«
Last Edit: August 18, 2007, 03:23:04 am by AmPmAllied
»
Logged
509th Airborne
salan
Guest
Re: My current mapping project.
«
Reply #1 on:
August 02, 2007, 08:36:27 pm »
wierd i can only get the first one to load the second two go to gateway timers
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Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: My current mapping project.
«
Reply #2 on:
August 02, 2007, 09:08:45 pm »
Looking good! I like the top down layout!
A few suggestions:
-For screenshots, I recommend turning off the fog (its under "Scenario->Atmosphere Properties -> Fog")
-It's tough to tell from the screen shot, but it looks like you might be using individual tree objects for the out of bounds forest. You should really try to use groves wherever possible for clumps of trees because it is much easier for the game to render and should help with framerate (plus you can cover more ground with each object)
Keep up the good work!
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Kolath's Quote Commandments:
1. Thou shalt not quote the entirety of a post 3 or less posts above you
2. Thou shalt not quote more than 2 nested levels
3. Thou shalt not quote large blocks of text when one sentence would do
4. Thou shalt not quote images!
AmPmAllied
509th Airborne
EIR Veteran
Posts: 285
Re: My current mapping project.
«
Reply #3 on:
August 02, 2007, 09:10:09 pm »
I'm using a combination of trees and OOB trees. the groves just didn't look right
Logged
AmPmAllied
509th Airborne
EIR Veteran
Posts: 285
Re: 4p St Lambert beta, new version v2.1
«
Reply #4 on:
August 03, 2007, 07:21:32 pm »
Yea, another new version.
Fixed up the sectors more, added more stuff.
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fldash
Founder
Posts: 9755
Re: 4p St Lambert beta, new version v2.1
«
Reply #5 on:
August 03, 2007, 07:22:17 pm »
Look nice...
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Tkaudi
Guest
Re: 4p St Lambert beta, new version v2.2
«
Reply #6 on:
August 04, 2007, 12:21:50 pm »
this is by far one of my favorite maps of all time, if not the best ... i love the flair of the night fight aswell as the overall design (go forest go)
ampm i was thinking if you made it a 3 v 3 wiht the teams spawning on the width edge instead of the length edge, you could actually make it one of the most deadly and bloody 4 v4 maps the same way...
spawn camping would be common place but oh my god the amount of damage someones company would probably take in a 4 v 4 width map fight on something like this ...
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Lai
Propaganda Minister
Posts: 3060
Re: 4p St Lambert beta, new version v2.2
«
Reply #7 on:
August 04, 2007, 12:26:29 pm »
The vaste forest area makes it rather big. Maybe make it 3vs3 or tighten it up. Otherwise, very nice.
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stumpster
Honoured Member
Posts: 2197
Re: 4p St Lambert beta, new version v2.2
«
Reply #8 on:
August 04, 2007, 12:31:16 pm »
Note: Try not to circle-strafe inside the forest. It DOES NOT WORK.
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Quote
Step out of the way. He'll keep going until he hits a wall, that being Akranadas. Let him go unmolested, his journey will take less time.
AmPmAllied
509th Airborne
EIR Veteran
Posts: 285
Re: 4p St Lambert beta, new version v2.2
«
Reply #9 on:
August 04, 2007, 01:11:45 pm »
I was considering a 3v3 version, my main concern being whether or not there was going to be enough room. The map is 512x256 playable, so not really that big. Maybe something to bring more focus into teh forested area.
As always, criticism and other remarks welcome.
And yes, the forest requires completely different tactics for tanks.
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AmPmAllied
509th Airborne
EIR Veteran
Posts: 285
Re: 4p St Lambert beta, new version v2.2; New 3v3 version.
«
Reply #10 on:
August 04, 2007, 10:18:07 pm »
Due to crazy people demanding it, here is the 4v4 version....my god you all are nuts.
[attachment deleted by admin]
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stumpster
Honoured Member
Posts: 2197
Re: 4p St Lambert beta, new version v2.2; New 3v3 version.
«
Reply #11 on:
August 04, 2007, 10:21:25 pm »
EPIC MAP.
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Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: 4p St Lambert beta, new version v2.2; New 3v3 version.
«
Reply #12 on:
August 04, 2007, 10:40:55 pm »
Can you post the minimap? Or a top down screen shot that is bright? (Try setting sun to daylight temporarily to get a bright shot).
Logged
Tkaudi
Guest
Re: 4p St Lambert beta, new version v2.2; New 3v3 version.
«
Reply #13 on:
August 04, 2007, 11:23:06 pm »
4 on 4 this map FREAKING OWNS EVERYTHING hands down.. we need all the best players, axis and allies .. who ever has the best forces and most manpower to slug it out epic style before reset on this..
i wish this error with the scores was working i would have had soooo many kills!
but i think stumpster would have beat me
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Terminxman
Guest
Re: 4p St Lambert beta, new version v2.2; New 3v3 version.
«
Reply #14 on:
August 04, 2007, 11:28:57 pm »
We fucking owned it up earlier on this map 4v4, we had fairly new companies as well. Unfortunately every fucking one of use crashed and our .eir logs weren't even recorded.
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Unkn0wn
No longer retired
Posts: 18379
Re: 4p St Lambert beta, new version v2.2; New 3v3 version.
«
Reply #15 on:
August 05, 2007, 01:40:42 am »
4vs4 on a map that size?
Crazy.
Logged
Tkaudi
Guest
Re: 4p St Lambert beta, new version v2.2; New 3v3 version.
«
Reply #16 on:
August 05, 2007, 03:12:39 am »
dude its insane, its wide enough that you can still flank the city, and its INTENSE!!! constant hit
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Nevyn
Guest
Re: 4p St Lambert beta, new version v2.2; New 3v3 version.
«
Reply #17 on:
August 05, 2007, 06:48:26 am »
Its is an intense fight and once the battles lines are drawn the blood is truly spilt on this map
at one point a calliope strike a on table howie strike and an off table strike removed from existance a sizable german force and left craters so big you could hide men in them!!!!!
Logged
Duckordie
Community Mapper
Posts: 1687
Re: 4p St Lambert beta, new version v2.2; New 3v3 version.
«
Reply #18 on:
August 05, 2007, 07:36:50 am »
yeah i like this map!
Tho some polish is needed
Logged
^<-- Duck ™ and ©
We need more axis players!:
Lai
Propaganda Minister
Posts: 3060
Re: 4p St Lambert beta, new version v2.2; New 3v3 version.
«
Reply #19 on:
August 05, 2007, 07:39:35 am »
I'll see if Phil can hook you up.
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