Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 28, 2024, 02:37:45 pm
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Resources
Leaderboards
Unit Price Lists
Map List
Launcher status:
Players in chat: 0
Battles in progress: 0
Battles waiting: 5
Download the mod from Steam
Join our Discord server
Recent posts
Please don’t open this th...
by
Olazaika1
[November 01, 2024, 12:46:37 pm]
Required age ratings for ...
by
Unkn0wn
[October 05, 2024, 07:29:20 am]
50 minutes cap victory
by
Olazaika1
[September 05, 2024, 01:54:13 pm]
Feedback
by
Olazaika1
[July 16, 2024, 11:30:34 pm]
Anyone here still alive?
by
Olazaika1
[June 22, 2024, 06:49:40 am]
very glad to be signing u...
by
Olazaika1
[March 08, 2024, 12:13:38 am]
EiR:R ACA (Art Credits Ar...
by
Olazaika1
[March 08, 2024, 12:12:54 am]
Hello, New guy in the mod
by
Olazaika1
[March 08, 2024, 12:09:37 am]
CoH 3 Old Guard
by
chefarzt
[December 30, 2023, 08:00:58 pm]
KT got buffs, Rug stop hi...
by
LittleJoe
[February 04, 2023, 11:46:41 am]
Awards
2007
Mod of the Year
Editor's Choice
2008
Most Innovative Multiplayer
Nominee
Want to help promote Europe In Ruins? It's as easy as clicking here once a day!
Why?
COH: Europe In Ruins
>
Forum
>
EIR Main Forums
>
Projects & Mapping
>
EIR Map Feedback
Pages: [
1
]
Go Down
Print
Author
Topic: EIR Map Feedback (Read 5181 times)
0 Members and 6 Guests are viewing this topic.
Unkn0wn
No longer retired
Posts: 18379
EIR Map Feedback
«
on:
March 03, 2010, 06:56:09 pm »
Hey all
I would love for the community to provide me with some feedback on the general direction our mod has taken in regard to the use of custom maps. In particular I'd like ya'll to answer one or multiple of these questions
1. Are there any maps you feel should be removed from the download list, if so which maps?
2. What is your biggest concern in regards to 'custom maps' in EIR (Quality? Quantity? etc)
3. How do you feel should we encourage/attract mapping talent as developers?
4. Other map related features you'd like to see (Map played list on the website, map choice in launcher, etc etc)
Any other feedback is more than welcome
thanks
Logged
Two
EIR Veteran
Posts: 2079
Re: EIR Map Feedback
«
Reply #1 on:
March 03, 2010, 07:12:40 pm »
1. None
2. Too many maps are rectangles, square maps are better, and a few more maps wouldnt hurt.
3. Tell them their maps will be getting regular usage in a large community and constant feedback. (Id offer a pp/xp bonus for playing maps that are new to the mod so more people will play them to get the feedback needed to make them better to become regulars anyway.)
4. The warmap choosing maps scrapped and random maps of the day for pp, so every 24 hour 3 new maps are chosen for bonuses
Logged
Quote
IplayForKeeps: if we were an equation
IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
davidf78
Community Mapper
Posts: 93
Re: EIR Map Feedback
«
Reply #2 on:
March 03, 2010, 07:40:56 pm »
Quote
3. Tell them their maps will be getting regular usage in a large community and constant feedback. (Id offer a pp/xp bonus for playing maps that are new to the mod so more people will play them to get the feedback needed to make them better to become regulars anyway.)
that great you can tell them that but the reality is no, you dont get any feedbac from the community.
Logged
Armfelt
EIR Veteran
Posts: 453
Re: EIR Map Feedback
«
Reply #3 on:
March 03, 2010, 07:45:07 pm »
Remove the Pak88 in Arnhem.
Otherwise I think the maps are quite good.
Logged
"Well opinions are like assholes, everybody has one."
gamesguy2
Honoured Member
Posts: 2238
Re: EIR Map Feedback
«
Reply #4 on:
March 03, 2010, 07:54:08 pm »
4v4 linden!
Logged
spinn72
EIR Veteran
Posts: 1802
Re: EIR Map Feedback
«
Reply #5 on:
March 03, 2010, 08:04:54 pm »
I don't know if Lanteville is still in the beta stage but maybe that should be removed from its name....
that new warmap you've been talking about for 6 months should probably be implemented too.
More 4v4 maps could help too, right now the only ones really played are abberville winter and schindel with a bit of action on Arnhem too. linden could be made to be 4v4 although it could be a little congested, but in general 1 or 2 good 4v4 maps would make a world of difference.
Logged
Two
EIR Veteran
Posts: 2079
Re: EIR Map Feedback
«
Reply #6 on:
March 03, 2010, 08:51:20 pm »
Quote from: davidf78 on March 03, 2010, 07:40:56 pm
Quote
3. Tell them their maps will be getting regular usage in a large community and constant feedback. (Id offer a pp/xp bonus for playing maps that are new to the mod so more people will play them to get the feedback needed to make them better to become regulars anyway.)
that great you can tell them that but the reality is no, you dont get any feedbac from the community.
Im sure there would be if more players played it, maps that dont get feedback are good maps, with only minor problems most people wont post, but if more people play you'll get the guys that will post the problems
Logged
Akranadas
Honoured Member
Posts: 6906
Re: EIR Map Feedback
«
Reply #7 on:
March 03, 2010, 09:41:10 pm »
I wouldn't mind seeing some maps that break the RTC mold; being that they are long and rectangular, have a couple of buildings/hedges
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: EIR Map Feedback
«
Reply #8 on:
March 03, 2010, 10:22:06 pm »
What I would like to see are maps built in such a way that can be shaped by the players to open up new avenues of attack and flanking options.
Think of it like the destructable blockades in Starcraft II. If you blow up the rocks, you can get to a new area, or get around a defense to open up new flanking opportunities as the game progresses.
We can do this with Heavy crush and ATGs blowing apart hedges to get to the new areas, or to open up a bottle neck. Stuff like that. It rewards the player that can utilize the whole map
Logged
Latest Shoutcast:
EIRR Groundcast 11
"The Super Dev Showdown!!"
http://www.youtube.com/watch?v=IOGm79rXWhU
(full version)
Akranadas
Honoured Member
Posts: 6906
Re: EIR Map Feedback
«
Reply #9 on:
March 03, 2010, 10:40:20 pm »
Quote from: Groundfire on March 03, 2010, 10:22:06 pm
What I would like to see are maps built in such a way that can be shaped by the players to open up new avenues of attack and flanking options.
Think of it like the destructable blockades in Starcraft II. If you blow up the rocks, you can get to a new area, or get around a defense to open up new flanking opportunities as the game progresses.
We can do this with Heavy crush and ATGs blowing apart hedges to get to the new areas, or to open up a bottle neck. Stuff like that. It rewards the player that can utilize the whole map
Totally Agree, less maps defined by the shape.
Logged
jackmccrack
EIR Veteran
Posts: 2484
Re: EIR Map Feedback
«
Reply #10 on:
March 03, 2010, 10:51:28 pm »
Le Paradis is one of those maps. The center is a sphere of hedges.
Logged
Let's talk about PIATs in a car.
Skaevola
EIR Veteran
Posts: 175
Re: EIR Map Feedback
«
Reply #11 on:
March 03, 2010, 11:02:40 pm »
Quote from: Groundfire on March 03, 2010, 10:22:06 pm
What I would like to see are maps built in such a way that can be shaped by the players to open up new avenues of attack and flanking options.
Think of it like the destructable blockades in Starcraft II. If you blow up the rocks, you can get to a new area, or get around a defense to open up new flanking opportunities as the game progresses.
We can do this with Heavy crush and ATGs blowing apart hedges to get to the new areas, or to open up a bottle neck. Stuff like that. It rewards the player that can utilize the whole map
Bocage had that and was generally viewed unfavorably.
Its difficult to balance the width of the map - as Bocage tried to (slightly less wide than normal so that when that flank was opened up it would be near regular size, but was viewed as a "clusterfuck") with the ability to open up even more flanks. Also, especially using hedges to do that, seems to favor the allies because they (in general) have less heavy crush units than the axis.
Square maps suck for (persistency) gameplay - I think that's pretty much been conclusively proven. It leads to fighting to close to the spawns, which is fun for neither team, and disproportionately rewards pop to the winning team (because of the lack of a buffer zone of "free territories") I personally love maps with a lot of area to just sort of fuck around behind enemy lines - Ardennes Valley is an example, but not really a great one, where a front line is impossible to set up, and players have a lot of room to set up intricate flanks. Argentan and Shijndel also have that characteristic to varying degrees. At the same time maps that are too wide like that do tend to encourage backcapping. OCP ftw?
People need to play better maps more often. Gold Beach is the shit, but never gets any play
Logged
Nevyen
Honoured Member
Posts: 2365
Re: EIR Map Feedback
«
Reply #12 on:
March 03, 2010, 11:19:25 pm »
Maybe a simpler way of gaining feedback would be better, such as voting etc.
as far as detailed feedback the map team should be supporting each other on that, which really means the map lead needs to get his butt into gear and organise the mapping teams.....
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: EIR Map Feedback
«
Reply #13 on:
March 03, 2010, 11:19:33 pm »
People hated bocage for the general shit laying around in the roads, the imbalance of the buildings and the indestructable tank traps. Not to mention, the size of the maps and the urban middle made it a meat grinder.
I want the idea applied to RTC style maps. Im sure it's a good idea, just the application was wrong.
I was one of the few people that i know of to actually utilize that old compound to flank and break lines. Always put a dozer croc in my co. for that b/c i knew how usefull it would be to discretely plow thorugh those hedges for a flank.
Logged
3rdCondor
Donator
Posts: 1536
Re: EIR Map Feedback
«
Reply #14 on:
March 03, 2010, 11:23:19 pm »
Regarding 3v3 maps:
The best ones are maps that are open with some hedges for flanking opportunities and a central town with some buildings for some urban action. Then on the other side there are some trees or hedges with a couple more buildings for some flanking opportunities. Basically tanteville, bocage, bastion, etc. The maps that are bad in game are ones that specialize in one area (urban, open, hedged).
I would like to see some maps that are balanced without being specialized in one area or the other so that some factions might be at a disadvantage. Too open means 88s dominate, to hedged means pe might do well, urban means piats etc. (I'm sure we all have opinions on which faction would flourish but the point is that it wouldn't be balanced. I'm not trying to list that only X faction would be superior).
Sure they can be made to be fun... maybe a bridge (as long as it isn't the only thing worth fighting for xD. Maybe a slightly bigger town so the map emphasizes a little more on urban, but Carentan??? DAMN
A lot of maps look good, but ppl really only want to play a few maps because they're the best ones. We need more "best ones."
«
Last Edit: March 03, 2010, 11:24:58 pm by 3rdCondor
»
Logged
Quote from: Alpha TIG on August 08, 2012, 11:55:14 pm
No tits, but i will bake a cake then eat it in honour of Sir Condor The 3rd
Quote from: Smokaz on August 14, 2012, 04:15:58 pm
fuck the pgren rifle, fucking dogshit weapon
Quote from: TheIcelandicManiac on November 28, 2012, 04:04:22 pm
My beautiful black pussy won
LeoPhone
Honoured Member
Posts: 0
Re: EIR Map Feedback
«
Reply #15 on:
March 04, 2010, 03:14:53 am »
i am redoing salentijn 4v4. the forest is being redone completely. were there any other problems with it?
Logged
skaffa
Honoured Member
Posts: 3130
The very best player of one of the four factions.
Re: EIR Map Feedback
«
Reply #16 on:
March 04, 2010, 08:46:44 am »
Hey, Im working on a 3v3 map, its almost done. I shall upload pictures later on, its pretty awesome so far if I may say so myself.
Has hedges as many people in this topic are talking about, some buildings, open spaces, overall a lot of flanking ways.
Best thing is if people are willing to play it to check it out ! Give their opinion, post games they played so I can see them. If this is in someway guaranteed its worth making new maps. If noone is really willing to try out some new maps before they are in the launcher then its a big demotivator. Im not sure how it usually works with new maps in EIR and how many people try them out, hope a lot will, but we will see.
Logged
Quote from: deadbolt
bad luck skaffa> creates best and most played eir maps
> hated for creating best and most played eir maps
Quote from: Tachibana
47k new all time record?
Quote from: deadbolt
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Pages: [
1
]
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
News & Introductions
-----------------------------
=> Updates & Announcements
=> EIR Boot Camp
===> In Other Languages
=====> In Chinese
=====> In German
=====> In Spanish
=====> In Polish
=====> In French
=====> In Norwegian
=> New Players
-----------------------------
EIR Main Forums
-----------------------------
=> General Discussion
=> Tactics & Strategy
=> Balance & Design
=> Broadcasts & Replays
=> Projects & Mapping
=> Technical Support
===> Bug Reporting
-----------------------------
General Forums
-----------------------------
=> General Discussion
=> Other Games
TinyPortal v1.0 beta 4 ©
Bloc
Loading...