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Author Topic: [Beta] 6p Abbotsford  (Read 11834 times)
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« on: November 05, 2010, 07:47:00 pm »

http://www.filefront.com/17508574/6p_Abbotsford.sga

Abbotsford, a village nestled in the crook of a valley...!


so the map has changed a lot since those posts!!















the sectors work like this (each number is how many across the map):  (spawn)3, 3, 4, 4, 3, 3(spawn)


The fourth picture has the correct atmosphere
« Last Edit: November 12, 2010, 10:43:46 pm by salan » Logged

rifle87654 Offline
EIR Veteran
Posts: 1107


« Reply #1 on: November 05, 2010, 10:05:18 pm »

Can you write "Salan's house" on one of the houses?
Logged

hahahahahahahahahahahahahahahhahahahaha hahahahahahahahahahhahahahahahahahahaha hahahahah
hahahahahahahahahahahahahahahhahahahaha hahahahahahahahahahhahahahahahahahahaha hahahahah
Does he have a problem?
Anyway he's hilarious.
Tymathee Offline
Donator
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Posts: 9741



« Reply #2 on: November 06, 2010, 12:09:50 am »

your neighborhood sucks, their houses are 65 years old
Logged

"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #3 on: November 06, 2010, 01:35:10 am »

hah... fucker
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #4 on: November 06, 2010, 06:53:37 am »

Make a RGD Code that when ever a squad enters a specific House (salan's house) They accidentally unlock ElkShreck that is a neutral being that shoots rockets every 2 second and otherwise works like a AI and rapes everything on the field. If you move cursore over it it says "Angry Salan is Angry"
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Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #5 on: November 07, 2010, 07:05:00 pm »

been working on this a bit more today, lost about 10 mins of work when it stopped functioning randomly... save often they say!

anyways, i'll post more as I go... urban warfare might take a while to complete, but I think this one will be more unique for EIRR then what we have had in teh past.

trying my best to not make any map breaking designs in it.
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #6 on: November 07, 2010, 07:06:34 pm »

You can set the Save interval to be lower, so instead of asking to save every hours you can have it ask to save every 10 mins(or whatever)
Logged

He thinks Tactics is a breath mint

Wow I think that was the nicest thing brn ever posted!  Tongue

the pussy of a prostitute is not tight enough for destroy a condom Wink
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #7 on: November 08, 2010, 11:52:34 am »

I worked on this some last night, and I realize I made my first noob mistake with this map.  The playarea and out of play area.

I believe the size of the map is 544 x 288 with a playable area of 512 x 256.. which I think the OOB is a tad bit small... the problem comes when adding in the Horizon mesh.  There looks to be a big gap between the map (like falling through the world gap) and the horizon mesh.     Does making the OOB area bigger fix this  or is there a setting I have missed somewhere?




obviously I am a noob for making the OOB 1 step higher then the playable area to begin with..
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #8 on: November 08, 2010, 11:54:53 am »

only way to fix this is by stamping the entire map and then creating a new map with correct settings.
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #9 on: November 08, 2010, 11:58:27 am »

hmm ok...

so onto the design questions.  I think the layout of the village is complete, the question I am looking for input on is... Should I make the village extend further, or start the forest / rural landscape on the sides.  Personally I was thinking of a forest, as its not really something you see all that often in EIRR maps.  Of course making it more pathable then Lamberts would be ideal for any light vehicle companies!

I guess alternatively it could be farm land on the sides.. hmm  or just one big urban map!
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #10 on: November 08, 2010, 02:02:28 pm »

puttering some more.. haven't really done the splats yet





At least where I live, there are tons of trees in everyones yards.  Full of greenery here!  I'll have to test it with pathing, I am sure the city part will be hectic on halftracks,  but that's what roads are for!
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RoyalHants Offline
EIR Veteran
Posts: 2109



« Reply #11 on: November 08, 2010, 02:22:05 pm »

need more height diffrences and also i would advise adding in random objects if they look good and realistic keep them they make the map more fun somehow  Wink
Logged

Yeah calbanes, I mean - some people like smokaz are still yet to win a single game, even though they've been around here for years.

salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #12 on: November 08, 2010, 02:38:11 pm »

ya i haven't touched the height mapping yet, or random stuff, just trying to get the layout objects in.  But I will look into that a lot more too.

was thinking the middle would be a valley area with raised starting points on eitherside.  will look into how to make it look realistic.
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #13 on: November 08, 2010, 02:41:46 pm »

loaded it up in FOF and ran halftracks and bren carriers and tanks throu it.  Was wide enough in almost all areas not to have pathing issues.  will test more as I keep adding things but so far, its not a pathing breaker!
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #14 on: November 12, 2010, 02:55:00 am »

Ok so I have a problem with my Stamping.> I can make the selected objects stamp perfectly, but it doesn't take tiles, height and grass with it... so i try to use the bounding box option and when i go to put it in the map my map just goes.. chug chug ... forever.

Well I didn't leave it TOOO long, i just got tired of waiting, anyone with experience know how long it usually takes to place a stamp that isn't in the selected field
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rifle87654 Offline
EIR Veteran
Posts: 1107


« Reply #15 on: November 12, 2010, 06:48:38 am »

Salan spawns babies in the middle the map.
So it's spammage.
And it attacks both allies and axis troops.
Then it's a new game scenario: draw.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #16 on: November 12, 2010, 06:50:11 am »

Ok so I have a problem with my Stamping.> I can make the selected objects stamp perfectly, but it doesn't take tiles, height and grass with it... so i try to use the bounding box option and when i go to put it in the map my map just goes.. chug chug ... forever.

Well I didn't leave it TOOO long, i just got tired of waiting, anyone with experience know how long it usually takes to place a stamp that isn't in the selected field

Did you tick all boxes to include stuff like height, tiling etc?
Logged

i prefer to no u
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
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #17 on: November 12, 2010, 06:55:06 am »

yes, bounding box stuff takes forever. its like loading the entire map.
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #18 on: November 12, 2010, 02:26:35 pm »

uploading a test version before the stamp for multidoc and me to test in fof to make sure pathing all works!



http://www.filefront.com/17507419/FallofFrance.module
« Last Edit: November 13, 2010, 05:45:46 pm by salan » Logged
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #19 on: November 12, 2010, 10:20:23 pm »

here is the final BETA version.. only one thing to fix and then its up to your suggestions!

http://www.filefront.com/17508574/6p_Abbotsford.sga
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