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[Final] 6p_Hill_60 V2
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Topic: [Final] 6p_Hill_60 V2 (Read 41404 times)
0 Members and 5 Guests are viewing this topic.
chefarzt
EIR Veteran
Posts: 1906
Re: [WIP] 4p_Hill_60
«
Reply #60 on:
November 12, 2010, 02:09:36 pm »
Fact is if ure amor for example u can just fight ur 2v2 on 1 side side of the map while u cap the rest with a cheap halftrack or even worse a quad/greyhound.
Logged
Quote from: tank130 on April 22, 2014, 06:20:09 pm
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
EIRR community manager
EIR Veteran
Posts: 8511
Re: [WIP] 4p_Hill_60
«
Reply #61 on:
November 12, 2010, 02:22:06 pm »
but if your PE at all, you can do the same thing with a lowly scout car.
Anywho, I know fully well that everyone thinks its a tad wide.
With that in mind, I want everyone to know that I want territory to matter more, to promote smart gameplay and reduce dependence on the old builds.
Wider maps mean that the combat isnt funneled into one place, it rewards army coheasion and skill while promoting single unit usage in isolated circumstances.
Generic Medium armor like the P4 and sherman become more valuable because they are cheaper faster and do not have to approach AT obstacles or Super Heavies from the same limited angles.
Back capping and territory management become more important and company compisition to deal with these threats become paramount.
There are tricks to this map, infantry only areas and good places for strategic tank micro, weave in and out of buildings, wide flanks, etc. while also offering the key combat positions that promotes support weapon usuage but not their dominance of the entire map (RTC style).
With that in mind, keep on giving me feedback, I will most likely narrow down the map and make a separate 4p version or make the current one a 4/6p version to preserve the gameplay approach I took with this map.
«
Last Edit: November 12, 2010, 02:30:41 pm by Groundfire
»
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chefarzt
EIR Veteran
Posts: 1906
Re: [WIP] 4p_Hill_60
«
Reply #62 on:
November 12, 2010, 02:24:49 pm »
And get gibbed
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tank130
Sugar Daddy
Posts: 8889
Re: [WIP] 4p_Hill_60
«
Reply #63 on:
November 12, 2010, 03:21:57 pm »
I love your thoughts on trying to change the game play via your map. My concern is, people will not play it as they just want simple & easy.
If certain maps become mandatory because of the warmap, then it could work.
I really wish this mod became more about strategies and skill rather than spam & gimmicks........wishful thinking.
Now Mysthanlin will tell me gimmicks are not gimmicks, they are inventive strategies.....lol
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Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
Quote from: Hicks58 on June 05, 2013, 02:14:06 pm
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
TheLastArmada
EIR Veteran
Posts: 215
Re: [WIP] 4p_Hill_60
«
Reply #64 on:
November 12, 2010, 03:23:48 pm »
well they are Gimmick is a label
Sitcky bombs are an inventitive stratagy
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [WIP] 4p_Hill_60
«
Reply #65 on:
November 12, 2010, 03:25:56 pm »
Well id imagine that to those who arnt prepared for it, spam on Hill 60 would be just as complicated to deal with, the only difference is that the spam must disperse to be effective on the map.
They'll be able to outcap you but you'll kill more easier.
«
Last Edit: November 12, 2010, 03:30:40 pm by Groundfire
»
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [WIP] 4p_Hill_60
«
Reply #66 on:
November 15, 2010, 11:37:52 am »
K you babies
Map finalized and added to the updater as a 4/6player map.
First post updated, go play Hill 60 and leave your feedback here on how it plays with 6 players.
Logged
chefarzt
EIR Veteran
Posts: 1906
Re: [Final] 4/6p_Hill_60 V1
«
Reply #67 on:
November 15, 2010, 12:14:18 pm »
Pfff much too small for a 3v3.
Logged
RoyalHants
EIR Veteran
Posts: 2109
Re: [Final] 4/6p_Hill_60 V1
«
Reply #68 on:
November 15, 2010, 12:22:36 pm »
and to big for a 2v2 hmmmmmm
2.5v2.5 ?
Logged
Quote from: Mysthalin on May 27, 2013, 09:05:15 am
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.
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [Final] 4/6p_Hill_60 V1
«
Reply #69 on:
November 15, 2010, 12:41:31 pm »
tbh, its fine for a 2vs2
L2GuardYourFlanks
«
Last Edit: November 15, 2010, 12:45:36 pm by Groundfire
»
Logged
RoyalHants
EIR Veteran
Posts: 2109
Re: [Final] 4/6p_Hill_60 V1
«
Reply #70 on:
November 15, 2010, 12:44:13 pm »
learn to gaurdy our flanks
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [Final] 4/6p_Hill_60 V1
«
Reply #71 on:
November 15, 2010, 12:45:59 pm »
look again.
Logged
RoyalHants
EIR Veteran
Posts: 2109
Re: [Final] 4/6p_Hill_60 V1
«
Reply #72 on:
November 15, 2010, 01:22:06 pm »
mortar bunker south side of the hill had about 30 kills last game not the best idea
Logged
EliteGren
EIR Veteran
Posts: 6106
Re: [Final] 4/6p_Hill_60 V1
«
Reply #73 on:
November 15, 2010, 01:26:07 pm »
lol
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
Unkn0wn
No longer retired
Posts: 18379
Re: [Final] 4/6p_Hill_60 V1
«
Reply #74 on:
November 15, 2010, 02:50:17 pm »
I thought they couldn't repair it? lol
/Rage
You'll need to fix that out asap. And make proper sectors while you're at it :p
Logged
RoyalHants
EIR Veteran
Posts: 2109
Re: [Final] 4/6p_Hill_60 V1
«
Reply #75 on:
November 15, 2010, 02:53:19 pm »
it was on our side aswell ^^ although myst didnt let me have a go
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [Final] 4/6p_Hill_60 V1
«
Reply #76 on:
November 15, 2010, 04:54:13 pm »
OMG fuck this bunker!
It's the buggiest piece of shit evar!
I know what happened, when I was touching up the map, i messed with the health states of the wrecked bunker, and apparently if you do that at all, the bunker becomes fixed and you can no longer select/delete it in the WB, but it still functions in game.
I didnt know what I had done, so i just placed a new wrecked bunker over it which is why it's garrisonable and functional while at the same time you can repair it.
Im just gonna put movement/shotblockers around it and hopefully that fixes the problem.
Logged
AmPM
Community Mapper
Posts: 7978
Re: [Final] 4/6p_Hill_60 V1
«
Reply #77 on:
November 15, 2010, 04:58:02 pm »
You can stamp the entire map minus that thing...
Logged
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LeoPhone
Honoured Member
Posts: 0
Re: [Final] 4/6p_Hill_60 V1
«
Reply #78 on:
November 15, 2010, 05:19:50 pm »
Quote from: AmPM on November 15, 2010, 04:58:02 pm
You can stamp the entire map minus that thing...
LOL DONT.
check this topic:
http://forums.europeinruins.com/index.php?topic=14275.0
and if u cant access it, ask access.
oh, and this is whats in the topic:
Quote from: Masacree on March 28, 2010, 07:21:59 pm
Quote
Only problem is theres a jagdpanzer in the middle i cant seem to remove :/
Hover the mouse above the unit, bring down the console by pressing the tilde('~') key and run the 'wb_orphan_nuke_entity' command.
You're welcome.
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [Final] 4/6p_Hill_60 V1
«
Reply #79 on:
November 15, 2010, 05:24:49 pm »
<3 Leophone
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