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Author Topic: [Final] 6p_Hill_60 V2  (Read 41418 times)
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AmPM Offline
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« Reply #40 on: November 09, 2010, 11:10:14 pm »

Looking at the screenshot, detail around the buildings, sink the buildings slightly into the ground, add grass and brush, needs items around the buildings though for sure.
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Groundfire Offline
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Posts: 8511



« Reply #41 on: November 09, 2010, 11:38:30 pm »

Looking at the screenshot, detail around the buildings, sink the buildings slightly into the ground, add grass and brush, needs items around the buildings though for sure.

old screenshot, there's stuff there now and lots of little nicknacks around the buildings.

It's good enough for a play test.

However I cannot seem to get this map running in vCoH, or in EIR. the game doesnt register the map.

I got all the .tga files/scar and .sgb files in the scenarios/mp folder and packed into a betamap.sga file (or 4p_hill_60 for vCoH) and put them in the archives, but it wont register.

Edit: I didnt make a .tga file of my base and slot spots. All the other "working" maps seems to have that so im going to do it too.

Here's a screenshot of my files and a copy of my map files. What am I doing wrong?

http://www.filefront.com/17499276/scenarios.7z


« Last Edit: November 10, 2010, 12:08:34 am by Groundfire » Logged

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AmPM Offline
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« Reply #42 on: November 10, 2010, 01:02:53 am »

the correct path is data\scenarios\mp

that is the problem =p
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Groundfire Offline
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« Reply #43 on: November 10, 2010, 01:11:43 am »

god.. I should know that.

every game file functions that way. Tongue
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Groundfire Offline
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« Reply #44 on: November 10, 2010, 10:24:15 am »

Ooooh, just tested it out myself. Sectors cap, but I used some blockers that show up in game.

Gotta remove those and put in move_shot_blockers.

That and add more stuff for the northern half of the map and something to line the main road with.

The sector layout could use a touch up too, but the general layout is what I wanted.

2 "hill like" defensible locations divided into 5 sectors and symetrical sector layout for the rest of the map.

Should be even for both sides in accessability. North team doesnt get red cover road for the speed boost (i want that destroyed convoy to affect their advance) so the south side should have a chance at getting to hill 60 in a reasonable amount of time even tho there's only 1 player that can get there fast enough.
« Last Edit: November 10, 2010, 10:30:32 am by Groundfire » Logged
Unkn0wn Offline
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« Reply #45 on: November 10, 2010, 10:28:08 am »

Same criticism as for elitegren, I would very much advice you to refrain from using industrial buildings in an urban environment, rural buildings in an industrial environment, etc. Buildings have categories, barring some exceptions you should try to stick to those categories and really make it 'fit'.

Other than that, it looks good, I'll download it and check it in the WB soon.
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Groundfire Offline
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« Reply #46 on: November 10, 2010, 10:44:50 am »

Yeah, i took that into account when placing the buildings.

Over in the US it's very common to have a factory of some kind sit smack in the middle of a small town/rural type setting.

I figured if it was a lumber mill or supply depot of some kind that was erected "for the war" then I can get away with having some urban living quarters, small urban blocks of buildings and a church or two that you would've assumed was "always there"
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Groundfire Offline
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« Reply #47 on: November 10, 2010, 06:23:32 pm »

http://www.filefront.com/17501714/betamap.7z

Map ready for test runs.

Doing my first game on it now. Cheesy
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Groundfire Offline
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« Reply #48 on: November 10, 2010, 07:14:08 pm »

My first impressions.

It's a tad big for a 2vs2 map and not what were used to.
It breaks the RTC mold, deffinately.

The game was very frantic but lots of flanking and trying to strategically out-do eachother.

Map functioned well, didnt see any obvious errors, maybe a sector touch up.

Alot of fighting went on in the center compound, but pathing seemed good for me. Gonna have to knock that health off the center square building tho.

Unknownz, the map is ready for your look over. I thought it was really fun, ppl please play it.

If you dont want to right now, ill pack the map into the replay for the game I just did, it was pretty intense.

Comon, go ahead and watch, you know I wouldnt put up a replay if it was shit. Smiley

Morka/sheffer vs. Me and XIICorps
http://www.filefront.com/17501825/first-game-on-Hill-60.7z/
« Last Edit: November 10, 2010, 07:17:21 pm by Groundfire » Logged
sheffer Offline
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« Reply #49 on: November 10, 2010, 07:18:25 pm »

i like that map. and dont move town, its nice! if sector system negotiate this unbalance - so be it. symmetrical maps are boring
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Senseless and ruthless.
Groundfire Offline
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Posts: 8511



« Reply #50 on: November 10, 2010, 07:19:53 pm »

This map was symetrical, i just did it in a fun way (at least, the territories were symetrical). Smiley

I should update the OP with current pictures so ppl can see, but got no time right now.
« Last Edit: November 10, 2010, 07:22:41 pm by Groundfire » Logged
Katusha Offline
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« Reply #51 on: November 10, 2010, 08:57:15 pm »

no school tomorrow.. gonna rape this map lol

and btw

It's a tad big for a 2vs2 map and not what were used to.


i was right!! how could this happen, im a newb  Cheesy
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Groundfire Offline
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Posts: 8511



« Reply #52 on: November 10, 2010, 10:11:53 pm »

I personally enjoy the large 2vs2, but it would make an acceptable 4/6p map

P.S for those of you who play this map while im away for the night, i know the loading screen is screwy. i put the wrong tga image in the loading folder, so dont freak out, your gfx card isnt dieing. Smiley
« Last Edit: November 10, 2010, 10:18:11 pm by Groundfire » Logged
Groundfire Offline
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« Reply #53 on: November 11, 2010, 11:17:28 am »

First post updated with link and pictures

please DL my betamap and try it out, i need feedback!
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Unkn0wn Offline
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« Reply #54 on: November 12, 2010, 01:01:18 pm »

Is this the updated version after my feedback session? :p
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RoyalHants Offline
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Posts: 2109



« Reply #55 on: November 12, 2010, 01:04:08 pm »

played on it to big for 2v2 more 3v3ish size

replay Epic battle for the church area to begin with Artekas brings out jagdtiger and multi with his jag i had a comet and achilles and franklin had marines
http://www.filefront.com/17507162/Desktop.rar
FreeWheelinFranklin and RoyalHants VS Multi &asterkas(spelt wrong again)
« Last Edit: November 12, 2010, 01:09:53 pm by brn4meplz » 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.

Artekas Offline
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« Reply #56 on: November 12, 2010, 01:09:06 pm »

Map needs to be a 6/8p map, or at the very least 6p. Way way too big for a 4p. From what I saw I loved the actual map design, although we got destroyed so I mostly just saw our little corner of the map!

You should add a gravestone to the map where my Jagdtiger died, so it can be forever remembered.
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chefarzt Offline
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Posts: 1906



« Reply #57 on: November 12, 2010, 01:10:51 pm »

Yeah its Huge, but i think quite nice for a 3v3.
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This community is full of a bunch of mindless idiots with memories like two year olds.

https://www.etsy.com/de/shop/ShitGlitter?ref=l2-shop-header-avatar
I'm not sure what you're so defensive about Tank.
 he makes shab look like a princess giving food to the poor.
Groundfire Offline
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« Reply #58 on: November 12, 2010, 01:27:09 pm »

Is this the updated version after my feedback session? :p

Not yet. Gonna make the revisions today.


@ everyone else. I will probably make it a 4/6 player, however, I am very steadfastly against those maps that funnel combat into one area (long thin maps) or force confrontation with one dominating feature.

All that promotes is blobbing, support spam and super heavy tank dominance.

I built a million different ways in this map to break a lock-down, size being one of those factors.

So, you cant really be complacent on Hill 60
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AmPM Offline
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Posts: 7978



« Reply #59 on: November 12, 2010, 01:46:37 pm »

Just be sure to remember that a wide map with tons of area to cover favors mechanized capping and 1-2 man capping units hiding out in corners.

It also increases the effectiveness of a blob on the attack since the enemy will be spread thin.
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