Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 17, 2024, 08:19:48 am
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: 1
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
>
4p_Doghouse
Pages: [
1
]
2
3
Go Down
Print
Author
Topic: 4p_Doghouse (Read 15884 times)
0 Members and 2 Guests are viewing this topic.
iggi
Community Mapper
Posts: 184
4p_Doghouse
«
on:
June 30, 2010, 08:39:03 pm »
Greetings all,
I've once again returned to my obsessive hobby of mapping and this is the result:
A 2v2 Map called "Doghouse".
http://www.filefront.com/16922407/4p_Doghouse.sga
Fighting takes place for three major objectives:
The University
The Rail Yard
The Oil Refinery
Map is virtually finished., minus some OOB's detailing. final beta, just needs testing.
As per usual, to play test the map, simply rename the .sga to "betamap.sga" and place it in the EIR Archives folder.
Map is purely fictional.
Feedback is greatly appreciated.
Logged
-iG-E
EliteGren
EIR Veteran
Posts: 6106
Re: 4p_Doghouse
«
Reply #1 on:
June 30, 2010, 08:42:50 pm »
Looks extremely big for a 2v2.
Logged
Quote from: deadbolt on December 30, 2010, 09:14:16 am
i prefer to no u
Quote from: deadbolt on July 30, 2012, 08:08:48 am
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
Sharpshooter824
I <3 Aloha
EIR Veteran
Posts: 775
Re: 4p_Doghouse
«
Reply #2 on:
June 30, 2010, 08:49:26 pm »
looks like it'd make an extremely awesome 3v3 tbh
Logged
Rawr
iggi
Community Mapper
Posts: 184
Re: 4p_Doghouse
«
Reply #3 on:
June 30, 2010, 08:59:02 pm »
Playable area is H-256 x W-320
Pretty hectic 3v3. But if pain and suffering is what is wanted
. It can be arranged
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: 4p_Doghouse
«
Reply #4 on:
June 30, 2010, 09:02:31 pm »
the absolute best map was 4 v 4 lambert because of that reason, make it so iggi... make it so!
Logged
www.synergiesmod.com
brn4meplz
Misinformation Officer
Posts: 6952
Re: 4p_Doghouse
«
Reply #5 on:
June 30, 2010, 09:26:46 pm »
I imagine this as a 3v3 would play similar to Radar station with less open space. More meatgrinders
Logged
He thinks Tactics is a breath mint
Quote from: Unkn0wn on July 31, 2012, 03:50:15 am
Wow I think that was the nicest thing brn ever posted!
Quote from: Bear on June 19, 2013, 01:24:59 pm
the pussy of a prostitute is not tight enough for destroy a condom
iggi
Community Mapper
Posts: 184
Re: 4p_Doghouse
«
Reply #6 on:
June 30, 2010, 09:31:21 pm »
Yes, what was I thinking...
I should have made a map with large open fields and farmland with a few buildings, and a small town.
That hasn't been done to death.
Al tho i fear the Oil refinery will be quite terrifyingly cluttered with poor tanks unable to run freely.
It'll likely need cleaning out.
Logged
AmPM
Community Mapper
Posts: 7978
Re: 4p_Doghouse
«
Reply #7 on:
June 30, 2010, 09:34:24 pm »
Looks like fun, as long as there are corners for me to have TD's duck in and out of I'm good.
Logged
.
.
.
.
.
.
.
.
.
.
.
Killer344
The Inquisitor
Posts: 6904
Re: 4p_Doghouse
«
Reply #8 on:
June 30, 2010, 10:03:29 pm »
Uploaded.
Logged
Quote from: brn4meplz on April 18, 2013, 01:23:05 am
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.
iggi
Community Mapper
Posts: 184
Re: 4p_Doghouse
«
Reply #9 on:
June 30, 2010, 10:07:59 pm »
Much Thanks, killer!
-iggi
Logged
brn4meplz
Misinformation Officer
Posts: 6952
Re: 4p_Doghouse
«
Reply #10 on:
June 30, 2010, 10:45:03 pm »
Can't wait to give this a go
Logged
Sharpshooter824
I <3 Aloha
EIR Veteran
Posts: 775
Re: 4p_Doghouse
«
Reply #11 on:
June 30, 2010, 11:12:13 pm »
Just got done with a 2v2 on it and I have to say its extremely imbalanced at the moment lol, first off the east spawns have direct access (A wide open road) to eachother allowing them to quickly double up on one side where as the west spawns have a huge obstacle blocking them ( a train yard that you have to completely go around, and maybe if you opened up the spawns a bit more and possibly the mid, otherwise I might recommend moving the spawns to north and south because its easy to simply rush a spawnbuffed vehicle down the road and exploit that with the current spawns lol
Logged
Jazzhead
EIR Veteran
Posts: 236
Re: 4p_Doghouse
«
Reply #12 on:
June 30, 2010, 11:58:31 pm »
I have yet to play the map yet (it looks cool though), but for me i favor a map that's geared towards good combat over one that is aesthetic oriented. Not saying you can't have both, but for example the 3v3 Port something... has so much shit that, while it looks cool, is a nightmare for real fighting. When maps start to have too much extra stuff they start seeming like a single player campaign or something. Just my 2 cents
Logged
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: 4p_Doghouse
«
Reply #13 on:
July 01, 2010, 01:07:16 am »
Must say just played it, and its amazing. Gotta change your tactics abit for it due to its infantry preference but a nice change from the standard kinda bland fare
Logged
Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
CafeMilani
Aloha
Posts: 2994
Re: 4p_Doghouse
«
Reply #14 on:
July 01, 2010, 05:54:49 am »
impressive
Logged
Draken
Chess master
EIR Veteran
Posts: 1850
Re: 4p_Doghouse
«
Reply #15 on:
July 01, 2010, 08:25:27 am »
doghouse lol, yeah you better hide your tanks in it.
Logged
iggi
Community Mapper
Posts: 184
Re: 4p_Doghouse
«
Reply #16 on:
July 01, 2010, 08:37:16 am »
Quote from: Sharpshooter824 on June 30, 2010, 11:12:13 pm
Just got done with a 2v2 on it and I have to say its extremely imbalanced at the moment lol, first off the east spawns have direct access (A wide open road) to eachother allowing them to quickly double up on one side where as the west spawns have a huge obstacle blocking them ( a train yard that you have to completely go around, and maybe if you opened up the spawns a bit more and possibly the mid, otherwise I might recommend moving the spawns to north and south because its easy to simply rush a spawnbuffed vehicle down the road and exploit that with the current spawns lol
Well i'm assuming you lost the match, as most cry out "extremely imbalanced" usually do.
However, I agree about the direct access to the Southern teams with the road near the church, and the Northern teams not having a "Direct" route. I created a land ramp by the left side spawn but the right player must go to the northern-middlish train yard area to cross. I thought this might be an issue, so i may correct it. Adding crumbled wall/ramp by the large red factory building i think may work.
Spawnbuffed vehicle's lose their spawn buff when they leave the spawn area, hence "spawn buffed". I don't see that being a plausible exploit.
Thanks for the feedback!
-ig
Logged
Sharpshooter824
I <3 Aloha
EIR Veteran
Posts: 775
Re: 4p_Doghouse
«
Reply #17 on:
July 01, 2010, 09:01:59 am »
Quote from: iggi on July 01, 2010, 08:37:16 am
Quote from: Sharpshooter824 on June 30, 2010, 11:12:13 pm
Just got done with a 2v2 on it and I have to say its extremely imbalanced at the moment lol, first off the east spawns have direct access (A wide open road) to eachother allowing them to quickly double up on one side where as the west spawns have a huge obstacle blocking them ( a train yard that you have to completely go around, and maybe if you opened up the spawns a bit more and possibly the mid, otherwise I might recommend moving the spawns to north and south because its easy to simply rush a spawnbuffed vehicle down the road and exploit that with the current spawns lol
Well i'm assuming you lost the match, as most cry out "extremely imbalanced" usually do.
However, I agree about the direct access to the Southern teams with the road near the church, and the Northern teams not having a "Direct" route. I created a land ramp by the left side spawn but the right player must go to the northern-middlish train yard area to cross. I thought this might be an issue, so i may correct it. Adding crumbled wall/ramp by the large red factory building i think may work.
Spawnbuffed vehicle's lose their spawn buff when they leave the spawn area, hence "spawn buffed". I don't see that being a plausible exploit.
Thanks for the feedback!
-ig
Eh, they don't lose their spawnbuff actually, afiak its on a timer unless its been changed and they have plenty of time to reach the spawn, and the reason its imbalanced and the east spawns don't have direct access to eachother and are just about completely cut off from eachother unless they go all the way to the middle and around, where as the west spawns have direct access via a road where they can take advantage of the enemy being cut off and simply double up on them while the other teammate struggles to get around
Logged
Baine
Steven Spielberg
Posts: 3713
Re: 4p_Doghouse
«
Reply #18 on:
July 01, 2010, 09:14:03 am »
Yeah, spawn buff is timed afaik. I remember driving high speed bikes with spawn buff right into the mid of Tante.
Logged
iggi
Community Mapper
Posts: 184
Re: 4p_Doghouse
«
Reply #19 on:
July 01, 2010, 09:36:46 am »
Was unaware of the spawn buff timer. Thats something EIR should fix, otherwise any smaller map fails in this respect.
Will deffinetly add a path for the northern / (eastern) spawn so balance team movment.
cheers
-ig
Logged
Pages: [
1
]
2
3
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...