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Author Topic: [Final] 6p_Hill_60 V2  (Read 37265 times)
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Groundfire Offline
EIRR community manager
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Posts: 8511



« Reply #120 on: November 19, 2010, 07:08:32 pm »

Version 2 done.

-Resectored map
-Added more southern type defenses
-Smoothed craters and hills
-(Tried) to improve pathfinding all over map for PE.
-combined Tiles to try to reduce lag. reduced from 5 to 3 layers

http://www.filefront.com/17534745/6p_Hill_60.sga

Pictures:
« Last Edit: November 19, 2010, 07:42:00 pm by Groundfire » Logged

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Unkn0wn Offline
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« Reply #121 on: November 19, 2010, 07:19:44 pm »

Looking good, well done.
Killer can add this to the autoupdater when he reads this Smiley
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Groundfire Offline
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« Reply #122 on: November 20, 2010, 10:14:09 am »

Killer, I updated the launcher to play the map and so did everyone else, but the map didnt show up in the map list in the lobby.

Sure you did it right?
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Unkn0wn Offline
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« Reply #123 on: November 20, 2010, 10:48:38 am »

Did you test it before you sent us the download link, did it show up ingame?

Sigh
I checked and you fucked up the compiling somehow, it won't load in Corsix.
Recompile and send killer a working version ASAP.

This is why everyone needs to test their maps themselves for fucks sake. I'm not going to put up with giving every single mapper 5451241 upload tries to get it right. I try to check these maps myself from time to time, but I don't always have the time for that. I trust that everyone at least has the courtesy to check themselves.
« Last Edit: November 20, 2010, 10:51:29 am by Unkn0wn » Logged
salan Offline
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« Reply #124 on: November 20, 2010, 10:50:48 am »

ya i was going to say, thats not a updater problem... Sad
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brn4meplz Offline
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« Reply #125 on: November 20, 2010, 12:44:38 pm »

My download cap was already super close on like the 14th of Nov. No idea why I never download anything except EiR stuff. Downloading Paris 18 times and other maps is gonna kill me on a month I can;t afford to pay the overage. This one has got to be my Room mates fault
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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
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« Reply #126 on: November 20, 2010, 01:06:47 pm »

Hey groundfire, I enjoyed your map, but I had a question about it.  was the hill or the town suppose to be the focal point?  I never saw any action on or near the hill at all, almost everything was in the town and on the field/forest on the opposite side.

in your games so far does the hill get used at all?
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Unkn0wn Offline
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« Reply #127 on: November 20, 2010, 01:08:00 pm »

With the new sector layout I can imagine it would take more weight.
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brn4meplz Offline
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« Reply #128 on: November 20, 2010, 01:08:57 pm »

With how many sectors are on the other side of the town it wouldn't surprise me

Ahh Unkn0wn beat me to it!
Yeah the sector weight is heavy over there in comparison
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salan Offline
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« Reply #129 on: November 20, 2010, 01:11:38 pm »

wait isn't the hill in the bottom sw corner of that screen shot?  that's where i assumed it was, as there was no real heightmapping on the middle east side there..   but looking at the screenshot that eastern side might be the hill representation.. hmm
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Artekas Offline
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« Reply #130 on: November 20, 2010, 01:29:59 pm »

There is a hill in the sw, but the main hill is in the se. That one is much bigger and has bunkers all over it.
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brn4meplz Offline
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« Reply #131 on: November 20, 2010, 01:30:14 pm »

Maybe it is, if that's the case then it seems fine. I'd probably have the Hill sectors conform to the road so you can't stand across the road and still hold a sector. I've always found sectors that conformed logically to the terrain far better then a overlay grid system. Grids just feel fake, unless of course it's for a farmers field, then it's sensible because what your trying to control is approximately a square or rectangle. Natural map features like Roads or hedges or key structures should be what the sectors are built around.

If you look at any Military map or tactical layout you'll never find it in a nice neat pattern.
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Unkn0wn Offline
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« Reply #132 on: November 20, 2010, 01:31:37 pm »

The left side hill is too close to the spawn to be of any importance sector wise.
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Artekas Offline
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« Reply #133 on: November 20, 2010, 01:42:36 pm »

Brn, that's a bit of a moot point, because any real military map isn't going to have an area this small divided into sections that need to be held and planned around.
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Groundfire Offline
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« Reply #134 on: November 20, 2010, 02:08:25 pm »

I tested it in vCoH before I told killer to download it. that's how I got the sector screenshot. Ill look at it again when I get home.

With the new sector layout, the hill should be more important now.

The left side hill is too close to the spawn to be of any importance sector wise.

I dont understand. The left hill is the counter balance defensive point for the right city.

Im working from a real life photograph you know, just cant add a new city there.

I guess I can form the sectors to the road. I did it for the city buildings, but i like a symetrical pretty map.
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LeoPhone Offline
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« Reply #135 on: November 20, 2010, 02:35:27 pm »

test the sga in eirr. not the sgb in vcoh....
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brn4meplz Offline
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« Reply #136 on: November 20, 2010, 02:42:53 pm »

Brn, that's a bit of a moot point, because any real military map isn't going to have an area this small divided into sections that need to be held and planned around.


No it won;t but it conveys the areas of import rather well.

Things like Crossroads, rail embankments, inclines, bridges, defiles, forests are all pretty important strategic targets. The best way to represent that in EiR is a good sector layout.

I'd put more sectors around a train station then I would an open field for instance. You can also use things like this to influence flanking. The large sectors which are occupied by less important areas(usually represented on the outer edges of a map in EiR) are quicker to capture then many smaller sectors so you can quickly move tanks and troops through them will minimal knowledge to your opponent.
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Artekas Offline
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« Reply #137 on: November 20, 2010, 02:50:29 pm »

But that's already how it is even with a grid system, the less important areas are gigantic squares and the more important areas are divided into smaller squares. It's not even all the way across.
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Unkn0wn Offline
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« Reply #138 on: November 20, 2010, 05:18:43 pm »

Sectors are fine for now, don't worry about it.

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Groundfire Offline
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« Reply #139 on: November 20, 2010, 05:29:11 pm »

What specifically do i need to do? can people play my map?

All I could find wrong with my files is that the .sgb and scar/info files is named "Hill 60" with a lowercase "h", not something i thought would mess with the map.
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