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Author Topic: 6p_Redball_Express [SP REMAKE]  (Read 18997 times)
0 Members and 13 Guests are viewing this topic.
Masacree Offline
EIR Veteran
Posts: 904


« Reply #40 on: April 02, 2010, 11:53:39 am »

Well massacree your just such a noob i have played the map, and obviously because I can control the center that means everyone else has no idea how to play, or that the map is unfair in anyway. Obviously my games were perfectly matched - even teams, with even doctrines, and even vet, and none of those could have contributed to how the games turned out.
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To err is human, to eirr is retard
wittman420 Offline
EIR Veteran
Posts: 111


« Reply #41 on: April 02, 2010, 11:54:12 am »

lol pathing was actually better for me on that map than most other maps, and i have lts of vheacals.
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Masacree Offline
EIR Veteran
Posts: 904


« Reply #42 on: April 02, 2010, 11:56:41 am »

Also, the north has no where to move in the top flank once they hold the manor. There's no decent positions past that, just open fields.
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deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #43 on: April 02, 2010, 02:40:27 pm »

shit map for eir.
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Now bear makes his own funny thread. It's unsurprisingly not funny.

Keeps died for our funny threads.
CafeMilani Offline
Aloha
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Posts: 2994



« Reply #44 on: April 02, 2010, 03:07:13 pm »

it would be an excellent map if there was not that farm in the middle that the other farm on the hill. these 2 need to be edited (not removed)
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LeoPhone Offline
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Posts: 0


« Reply #45 on: April 02, 2010, 03:33:31 pm »

ok... thx for this much feedback,

but i do not really understand what everyone means  Lips sealed

it would be an excellent map if there was not that farm in the middle that the other farm on the hill. these 2 need to be edited (not removed)

if there was not that farm in the middle that the other farm on the hill.

does anyone understand that sentance??? its not even correct!

Map is biased pretty hard against the top teams, and also the right side is badly designed.

First of all, the middle of the map is only easily accessible from the bottom, and only has decent buildings facing against the north. This means that the south will always have a strong central control, which means they can cross the map with ease, and have a strong center to make attacks from.

The north side has a similar defense in the manor on the right, but its so blocked off, its very difficult to attack into or out of. Holding it also does not give the north team any territory advantage.

IMO - redesign the center and the right side.

less buildings for top more buildings for bottom?


Played it - was absolutely impossible to micro anything and was simply a painful experience.

Worst problem with the map - retarded height map fucking pathing every 2 seconds.

there are only two cliffs, you just need to know where they are, maybe the cliffs that face the hedges can be removed if it really must, but surely not the one in the middle next to the road.

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Jinker Offline
EIR Veteran
Posts: 227


« Reply #46 on: April 02, 2010, 06:34:33 pm »

I also was frustrated by a couple of really small hills in seemingly random spots, that block los, pathing, etc. If I play it again ill take note. One was right infront of a building by the road, to the right of the fork, iirc.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #47 on: April 02, 2010, 06:59:39 pm »

I also was frustrated by a couple of really small hills in seemingly random spots, that block los, pathing, etc. If I play it again ill take note. One was right infront of a building by the road, to the right of the fork, iirc.

how can a hill block los?

there are some structures that can be driven over by vehicles, once destroyed they make a little hill, but u can drive over it.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #48 on: April 06, 2010, 02:17:38 am »

alright, the map is no longer as nr.1 on the warmap.

in the time it was, it had gotten a lot of plays, so im happy alot of ppl like the map.

now my question is: was there anything wrong with the map?

weird things, bad pathing or unbalanced sides? name it now!
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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #49 on: April 06, 2010, 02:51:20 am »

the patch of forest on the right side (the one that extends from the edge of the central town) does not block shots.
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Two Offline
EIR Veteran
Posts: 2079


« Reply #50 on: April 06, 2010, 04:34:34 pm »

I vote to have the map removed.
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Quote
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IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
Unkn0wn Offline
No longer retired
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Posts: 18378


« Reply #51 on: April 06, 2010, 04:35:59 pm »

Rejected.

(http://www.youtube.com/watch?v=snbz2E5rQ1M)
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Masacree Offline
EIR Veteran
Posts: 904


« Reply #52 on: April 06, 2010, 05:40:10 pm »



less buildings for top more buildings for bottom?



That would be a good start. Also, open up the little manor on the cliff - remove the heightmapping and add more entrances. Also - open up the middle a little bit - especially the walled in pavillion.

Hope that helps.
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tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #53 on: April 06, 2010, 09:44:38 pm »

Lets just remove all height mapping and open up the map so we can just have another Tanteville map!!!
/end sarcasm

I have mentioned before that the map is great. The only thing I have noticed is the little mounds of dirt here and there. For some reason my Shermans always want to go ever them, but it really slows them down. As far as I can tell, they really do not serve any purpose and do not add cover.

Other than that, the map is a nice change from the typical point and click maps we have.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #54 on: April 07, 2010, 01:19:26 am »

ok, heightmapping on right cliff with hedges must go, openings in hedges a bit more open.
heightmapping in middle coutyard stays, but made a bit smaller

wierd little sturctures that leave big mounds get removed

less buildings for top, bit more for bottom

look for problems with middle grove (if it can be shot trough)



questions:

change the territory so its exactly balanced in the middle?
right now its a little bit in the favor of bottom team, since the idea was the top team has map advantage and two roads instead of one

less groves in middle and top, more hedges/groves for bottom?
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #55 on: April 07, 2010, 02:02:01 am »

I think the sectoring is pretty good.  The pathing is all I've noticed that really needs work (along with removal of some of the walls around the middle courtyard).
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winisez Offline
EIR Veteran
Posts: 400


« Reply #56 on: April 07, 2010, 03:54:12 am »

The impassable area around the north face of the city is cool, but kinda imba imo. Makes choke points that cant be circumvented for the north players while the south have a wall that can be crushed instead. To make the map better I think you should make all the area's except the actual entrances into the city impassable ( hilly sections) and make the actual town slightly larger. ATM the town is too small for any meaningful conflicts in it imo, and every time people play the map it is avoided in leu of the two open expanses around it.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #57 on: April 07, 2010, 04:10:40 am »

I think the sectoring is pretty good.  The pathing is all I've noticed that really needs work (along with removal of some of the walls around the middle courtyard).

you mean the high walls or the low ones inside the coutyard?


maybe i should do a quite big transformation and get the y crossing more close to the coutyard, the north team will have more entrances inside the coutyard, and can attack succesfully from inside the y crossing.
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Unkn0wn Offline
No longer retired
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Posts: 18378


« Reply #58 on: April 07, 2010, 05:35:38 am »

I don't like the sound of big transformations, the map is great, just needs to have some pathing issues resolved and maybe have the middle opened up a bit.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #59 on: April 08, 2010, 01:32:48 pm »

Map updated:

download: http://www.filefront.com/16065267/6p_Redball_Express.sga
http://www.filefront.com/16400751/6p_Redball_Express.sga

fixes:

top has some buildings removed, bottom 1 building extra

bottom has 2 extra hedgerows

the long stretched building in the middle (the one with 100 windows on one side and 2 on the other) has been rotated 90 degrees for more balance and it gives the top team more room to get into the coutyard.

all these little structures that cause big hills have been removed

there were alot of little move blocking areas which were caused by height difference, all gone

you can no longer shoot trough the grove in the middle

all the height that caused move blocking on the right "hedge circle" is gone

the doors to enter the "hedge circle" have been made bigger

« Last Edit: May 09, 2010, 10:19:55 am by LeoPhone » Logged
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