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[FINAL] 4p_St Hilaire
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Topic: [FINAL] 4p_St Hilaire (Read 6407 times)
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LeoPhone
Honoured Member
Posts: 0
[FINAL] 4p_St Hilaire
«
on:
June 08, 2010, 10:37:51 pm »
Map conversion from vcoh.
size: 256, 512
channels @ industrial area now have crossings, a part of water surrounded by land remains.
water removed from flooded fields.
made some holes in walls and hedges.
resectored.
map is now 4/6 player (module name = 4p_St Hilaire)
download:
http://www.filefront.com/16693207/4p_st%20hilaire.sga
Map is ready for module and updater, it works but has not been playtested.
(not real image)
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CafeMilani
Aloha
Posts: 2994
Re: [FINAL] 4p_St Hilaire
«
Reply #1 on:
June 09, 2010, 01:39:39 am »
good idea. i never liked the huge houses in the middle though
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LeoPhone
Honoured Member
Posts: 0
Re: [FINAL] 4p_St Hilaire
«
Reply #2 on:
June 09, 2010, 11:42:38 am »
So what do u guys think?
unkown says it used to be in the game as basic vcoh map without changes, but didnt get played much.
will this version be any different?
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Baine
Steven Spielberg
Posts: 3713
Re: [FINAL] 4p_St Hilaire
«
Reply #3 on:
June 09, 2010, 11:52:45 am »
You should flatten the middle train rails tbh. And put some more wrecks and objects in there.
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Masacree
EIR Veteran
Posts: 904
Re: [FINAL] 4p_St Hilaire
«
Reply #4 on:
June 09, 2010, 11:55:11 am »
This is one of my least favorite 2v2 automatch maps in vcoh.
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Quote from: Smokaz on January 19, 2012, 02:27:37 pm
I like how this forum in turn brings out the worst in anyone
Quote from: Unkn0wn on March 03, 2012, 11:40:57 am
To err is human, to eirr is retard
Unkn0wn
No longer retired
Posts: 18379
Re: [FINAL] 4p_St Hilaire
«
Reply #5 on:
June 09, 2010, 12:06:34 pm »
I think it's a bad idea. As I said in a different thread, I want to move away from recycling vCOH maps and offer our playerbase a healthy set of EIR-specific high quality customs instead.
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lionel23
Donator
Posts: 1854
Re: [FINAL] 4p_St Hilaire
«
Reply #6 on:
June 09, 2010, 12:09:35 pm »
I'm with Unknown generally on the EIRR maps over converted vCOH maps.
And I love St. Hill, I think it's only 'least played' because the vCOH community picks the dumbest maps to play over and over... I love Rails and Metal (was that the map?) for example for 2v2, but EVERYONE AND THEIR MOM loved Schedlt! Which I thought was one of the worst maps ever possibly conceived, especially with every bridge being destroyable.. my god what a hot mess that was!
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Congratulations, dear sir...I must say, never before have I seen such precise gunnery displayed. - CrazyWR (on Leaderboard Howitzers)
deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: [FINAL] 4p_St Hilaire
«
Reply #7 on:
June 11, 2010, 01:19:33 pm »
Flaks will dominate, and i can imagine support weapons being a pain with nades/flamers/mortars not doing much damage in the big warehouses. Also i'd suggest opening up the hedges near the spawn because if they get tanktrapped it could cause a bit of a killzone either side.
«
Last Edit: June 11, 2010, 01:28:24 pm by deadbolt
»
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DERDBERT
Quote from: jackmccrack on August 03, 2014, 01:58:51 pm
Like Jesus, Keeps died for us
He made a funny thread for bear, and got banned.
Now bear makes his own funny thread. It's unsurprisingly not funny.
Keeps died for our funny threads.
LeoPhone
Honoured Member
Posts: 0
Re: [FINAL] 4p_St Hilaire
«
Reply #8 on:
June 11, 2010, 01:37:54 pm »
i already opened those hedges a bit, i guess it can open some more.
flaks wont be a problem, there are groves in the mid + hedges everywhere, and then there is this big industy area on the right.
this map will be support weapon spam if its 3v3.
il remake it into 2v2 only + fix territories(atm its like tanteville, but as 2v2).
il play a testgame on it after that, but it better gets added to launcher if it's good.
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deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: [FINAL] 4p_St Hilaire
«
Reply #9 on:
June 11, 2010, 01:39:39 pm »
you could always add a wrecked train in the middle to break it up abit instead of the usual hedges etc, just a thought, and try editing some fences and add some natural breaks in them, think of game play and flanking buildings etc, you dont want to have to take a massive route.
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Unkn0wn
No longer retired
Posts: 18379
Re: [FINAL] 4p_St Hilaire
«
Reply #10 on:
June 11, 2010, 01:41:09 pm »
I already said we will not be supporting vCOH mp remakes
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LeoPhone
Honoured Member
Posts: 0
Re: [FINAL] 4p_St Hilaire
«
Reply #11 on:
June 11, 2010, 01:43:32 pm »
Quote from: deadbolt on June 11, 2010, 01:39:39 pm
you could always add a wrecked train in the middle to break it up abit instead of the usual hedges etc, just a thought, and try editing some fences and add some natural breaks in them, think of game play and flanking buildings etc, you dont want to have to take a massive route.
yeah, adding random shot blockers would be great! they dont only fuck up fighting but also pathing!
about fences:
you mean... LIKE I ALREADY DID?
thx 4 feedback, but its not helpful.
Quote from: Unkn0wn on June 11, 2010, 01:41:09 pm
I already said we will not be supporting vCOH mp remakes
so why exactly did you add hinderdam?
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deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: [FINAL] 4p_St Hilaire
«
Reply #12 on:
June 11, 2010, 01:46:54 pm »
i can show you several you havent if you like, aswell as the concrete walls which will just have an mg in the warehouse and a bit of wire to block off. You told me a while back to make stuff fit to your map, a train would be very fitting if you ask me.
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Unkn0wn
No longer retired
Posts: 18379
Re: [FINAL] 4p_St Hilaire
«
Reply #13 on:
June 11, 2010, 01:47:18 pm »
Why did we add Vire Valley?
Let me rephrase what I just said:
We will
no longer
be supporting vCOH mp remakes.
SP ones can still be considered but I'd rather people just map instead of recycle.
Also, you have to give it to keeps, some of his reworks look nothing like the original.
If you don't like putting a lot of work in your own maps, you can always just go in and copy bits and pieces from Relic map and work it into something new. :p
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salan
Synergies TL2 mod!
Posts: 6290
Re: [FINAL] 4p_St Hilaire
«
Reply #14 on:
June 11, 2010, 01:56:20 pm »
your just mad that linden outplayed your maps for quite a while.. of course the fad died after 4 months.. but it still got tons of play
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www.synergiesmod.com
LeoPhone
Honoured Member
Posts: 0
Re: [FINAL] 4p_St Hilaire
«
Reply #15 on:
June 11, 2010, 02:09:14 pm »
Quote from: Unkn0wn on June 11, 2010, 01:47:18 pm
Why did we add Vire Valley?
Let me rephrase what I just said:
We will
no longer
be supporting vCOH mp remakes.
SP ones can still be considered but I'd rather people just map instead of recycle.
Also, you have to give it to keeps, some of his reworks look nothing like the original.
If you don't like putting a lot of work in your own maps, you can always just go in and copy bits and pieces from Relic map and work it into something new. :p
vire valley got more plays than a lot of custommade maps.
dont blindview and throw all the vcoh maps away without looking.
quality>custommade
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deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: [FINAL] 4p_St Hilaire
«
Reply #16 on:
June 11, 2010, 02:25:16 pm »
go open 2p the_circle then go open my hinderdam, you'll see the difference
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