AmPM
Community Mapper
Posts: 7978
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« Reply #40 on: November 07, 2010, 01:44:47 pm » |
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Yea, try to avoid shit that doesn't look realistic at all...
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nugnugx
Donator
Posts: 4051
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« Reply #41 on: November 13, 2010, 02:12:04 am » |
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Will get back to mapping soon , i was in a hospital and had a nose operation. I wanted it to be symmetrical because having things symmetrical is the best way to keep balance and the idea was to have a somewhat trench only inf fighting zone that's why the tank traps
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« Last Edit: November 13, 2010, 02:14:58 am by nugnugx »
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nugnugx
Donator
Posts: 4051
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« Reply #42 on: November 15, 2010, 08:53:38 am » |
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1/6 done , long way to go
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nugnugx
Donator
Posts: 4051
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« Reply #43 on: November 16, 2010, 08:36:46 am » |
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Comments ? Looks interesting yes/no ? (that's half of the map)
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« Last Edit: November 16, 2010, 08:39:00 am by nugnugx »
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nugnugx
Donator
Posts: 4051
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« Reply #44 on: November 16, 2010, 12:51:02 pm » |
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idk why but some colors on pic dissapear on some tiled places
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LeoPhone
Honoured Member
Posts: 0
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« Reply #45 on: November 16, 2010, 01:21:38 pm » |
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plz turn off fog when u make screenshot :/
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nugnugx
Donator
Posts: 4051
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« Reply #46 on: November 17, 2010, 06:45:53 am » |
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--
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« Last Edit: November 17, 2010, 04:56:56 pm by nugnugx »
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LeoPhone
Honoured Member
Posts: 0
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« Reply #47 on: November 17, 2010, 10:27:57 am » |
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yay, this looks good. still need more splats ofcourse zigzag roads on bottom pic trough the hedge fields looks a bit fake, its not like people would build a road like that same thing about the groves in the dried up river bed, maybe u can move them closer to the shore?
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nugnugx
Donator
Posts: 4051
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« Reply #48 on: November 17, 2010, 10:53:25 am » |
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kk working on it
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101stGG
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« Reply #50 on: November 17, 2010, 01:55:36 pm » |
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Map is too big for 3vs3.
Sometimes the hedges and rows are a bad thing. It causes campy players to dig in and turtle.
Other than that, it is epic. Lot of detail.
GG.
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nugnugx
Donator
Posts: 4051
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« Reply #51 on: November 17, 2010, 01:59:36 pm » |
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tweaking those things right now.
and if others will also say its too big for 3v3s ill change for 4v4 .
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kwiatekkek
okultysta, mistyk, szachista i alpinista.
Posts: 702
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« Reply #52 on: November 17, 2010, 02:09:09 pm » |
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yeah 4v4 could do, but than youd have to get rid of even more of those hedges, otherwise any arty player will slaughter all other coys. and all those bloody walls they all has to go im affraid i felt like i was drivin on some rally course other than flanking with light vehicles . apart from that . good lookin detailed map. good stuff.
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"L2P" is like a Auswitcz tattoo on your arm, a mark of the survivor.
*cough* Team Lead is Allied bias, just FYI
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nugnugx
Donator
Posts: 4051
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« Reply #53 on: November 17, 2010, 04:36:38 pm » |
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2nd beta update
modifyng
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« Last Edit: November 18, 2010, 04:46:23 am by nugnugx »
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101stGG
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« Reply #54 on: November 17, 2010, 05:53:25 pm » |
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You must have put much time and dedication in it.
For what is worth, there are details that might help you figure out an improved layout.
1. Choke points are good, just don't over do it. Limits flanking and other creative maneuvers.
2. Don't focus on symmetry as much. Things get more exciting when there are key features that make players fight for it.
3. Simplicity is key. Make it look more natural; free-style but simple. Houses are man-made organized landscapes. The terrain however must have had some nature before war broke up in it.
The "rally course" the other player experienced may as well be due to the over-thinked planning.
Just a few thoughts.
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« Last Edit: November 17, 2010, 05:56:39 pm by 101stGG »
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Computer991
Donator
Posts: 1219
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« Reply #55 on: November 17, 2010, 06:15:27 pm » |
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Woah that bridge part is nice nugxnugx i hope you put it in ^_^
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nugnugx
Donator
Posts: 4051
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« Reply #56 on: November 18, 2010, 01:37:39 am » |
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1. Choke points are good, just don't over do it. Limits flanking and other creative maneuvers
. I've made less hedges already The "rally course" the other player experienced may as well be due to the over-thinked planning. There was 'rally course' because he couldn't drive through walls with HTs , i fixed it . Woah that bridge part is nice nugxnugx i hope you put it in ^_^ Yes it is in already
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101stGG
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« Reply #57 on: November 18, 2010, 03:37:03 am » |
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I got "rally" impression because of hedges.
Anyway. I looked at latest file. It is much better.
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TheLastArmada
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« Reply #58 on: November 18, 2010, 04:53:56 am » |
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need to remove some hedges and open map up a bit more, some hedges are too close together cause bad pathing issues, Remove hedges from edge of map over roads it looks silly Use some more Texture tiles to blend areas in more, Paris 6p had a simillar issue
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nugnugx
Donator
Posts: 4051
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« Reply #59 on: November 18, 2010, 09:29:40 am » |
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« Last Edit: November 18, 2010, 02:37:51 pm by nugnugx »
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