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[Final] 6p_Hill_60 V2
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Topic: [Final] 6p_Hill_60 V2 (Read 41399 times)
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Unkn0wn
No longer retired
Posts: 18379
Re: [Final] 4/6p_Hill_60 V1
«
Reply #80 on:
November 15, 2010, 05:41:44 pm »
Still, if he stamped it he could've made it a proper 3vs3 in size :p.
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [Final] 4/6p_Hill_60 V1
«
Reply #81 on:
November 15, 2010, 06:55:00 pm »
Bocage is smaller than this. I see no reason to make it bigger.
Reworked map is up:
http://www.filefront.com/17520111/6p_Hill_60.sga
-removed working mortar bunker
-reworked sectors
What I need done is for someone to test this with me (or by yourselves) really quick to see if the wrecked mortar bunker is repairable. (afaik, all repair abilities have been removed in EIR so it shouldnt be a problem)
«
Last Edit: November 15, 2010, 07:10:56 pm by Groundfire
»
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Unkn0wn
No longer retired
Posts: 18379
Re: [Final] 4/6p_Hill_60 V1
«
Reply #82 on:
November 15, 2010, 07:27:31 pm »
Post here if its properly fixed, then ask Killer nicely to add it to the autoupdater
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [Final] 4/6p_Hill_60 V1
«
Reply #83 on:
November 15, 2010, 11:50:51 pm »
Lol, players still say its too large for a 3vs3.
Mortar Bunker fixed, but im going to go and reduce the health of more buildings and the rest of the hill bunkers.
What about the territory layout, did anyone like it?
So, im thinking this map lags hard. Whats an acceptable layer count of tiles? I got 5 in some places.
«
Last Edit: November 16, 2010, 12:21:45 am by Groundfire
»
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salan
Synergies TL2 mod!
Posts: 6290
Re: [Final] 4/6p_Hill_60 V1
«
Reply #84 on:
November 16, 2010, 12:25:31 am »
only suppose to have 5 different tiles over the whole map MAX from everything i have ever read..
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [Final] 4/6p_Hill_60 V1
«
Reply #85 on:
November 16, 2010, 12:30:10 am »
I knocked it down to 3.
Cant really tell if its the map cause ppl were lagging during the test game, it wasnt just me, but it lagged some during the replay.
Another question, can I place a ton "exit_map" points boardering the respective player's spawns so that players can just approach "their side" of the map, hit retreat and be allowed to exit the map?
«
Last Edit: November 16, 2010, 12:39:35 am by Groundfire
»
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Unkn0wn
No longer retired
Posts: 18379
Re: [Final] 4/6p_Hill_60 V1
«
Reply #86 on:
November 16, 2010, 04:01:51 am »
That's not how it works AFAIK, don't need those.
Check the graphs to find out if the map is putting a lot of strain on your pc.
(There's extended graphs for this)
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AmPM
Community Mapper
Posts: 7978
Re: [Final] 4/6p_Hill_60 V1
«
Reply #87 on:
November 16, 2010, 04:08:53 am »
Didn't suffer any lag, however, it felt very out of balance due to the placement of the town. Also there are some odd pathing issues with armor. Other than that, I think the Dragon's Teeth on the road don't add anything and instead just redirect armor through the walls next to them.
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TheLastArmada
EIR Veteran
Posts: 215
Re: [Final] 4/6p_Hill_60 V1
«
Reply #88 on:
November 16, 2010, 04:12:12 am »
Ground if your going for shot blocking with all those building may i suggest some 0hp ones ?
too many chances for support weapon spam in town + proximity of town to spawn creates spawn camping if you looseopening battles
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [Final] 4/6p_Hill_60 V1
«
Reply #89 on:
November 16, 2010, 01:01:56 pm »
Quote from: AmPM on November 16, 2010, 04:08:53 am
Didn't suffer any lag, however, it felt very out of balance due to the placement of the town. Also there are some odd pathing issues with armor. Other than that, I think the Dragon's Teeth on the road don't add anything and instead just redirect armor through the walls next to them.
Yeah, the teeth dont rly do anything but I wasnt trying to make them do anything in the first place with that side road. Just scenery
Could you be more specific on the pathing issues? Where?
Ive tended to notice that combat is still centered in the city and uni and the Hill is largely neglected. I have still yet to determine whether or not more of the city to the north throws the balance because ive been on the losing team for both test games ive done, from both sides.
When you look at it from the overhead map, the industrial compound is in the center of the map. Its just there are a few inconsequential buildings on the northern half more than the southern half.
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AmPM
Community Mapper
Posts: 7978
Re: [Final] 4/6p_Hill_60 V1
«
Reply #90 on:
November 16, 2010, 01:03:09 pm »
Lots of pathing problems in the city between buildings, expected but annoying.
The hill just doesn't feel important, perhaps redistribution of sectors.
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [Final] 4/6p_Hill_60 V1
«
Reply #91 on:
November 16, 2010, 01:04:27 pm »
Quote from: AmPM on November 16, 2010, 01:03:09 pm
Lots of pathing problems in the city between buildings, expected but annoying.
The hill just doesn't feel important, perhaps redistribution of sectors.
I could do that. If i divide the large hill sectors up too much tho, we risk infantry just walking through them without capping them.
Ill see what I can do.
Im also alittle iffy on the pathing issue too. Ive had no problems, but then again i consider myself good at tank micro. Kinda dependant on the player.
Sector layout:
«
Last Edit: November 16, 2010, 03:08:04 pm by Groundfire
»
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LeoPhone
Honoured Member
Posts: 0
Re: [Final] 4/6p_Hill_60 V1
«
Reply #92 on:
November 16, 2010, 06:02:38 pm »
sectors can be done better. try to follow the lines the map creates (like roads, city limits, hedges, rivers)
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Unkn0wn
No longer retired
Posts: 18379
Re: [Final] 4/6p_Hill_60 V1
«
Reply #93 on:
November 16, 2010, 06:05:47 pm »
Paint them manually as squares to be honest.
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EliteGren
EIR Veteran
Posts: 6106
Re: [Final] 4/6p_Hill_60 V1
«
Reply #94 on:
November 16, 2010, 06:07:50 pm »
Calculate Voronoi ftw!
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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
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [Final] 4/6p_Hill_60 V1
«
Reply #95 on:
November 16, 2010, 09:50:36 pm »
OH FFS!
Maybe I should just do territories like this...
«
Last Edit: November 16, 2010, 10:17:47 pm by Groundfire
»
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nugnugx
Donator
Posts: 4051
Re: [Final] 4/6p_Hill_60 V1
«
Reply #96 on:
November 17, 2010, 01:38:09 am »
lol make a chessboard
put rifles , volks at front , light tanks behind them then med, arty, and kt and persh as the queen and king
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Artekas
Donator
Posts: 784
Re: [Final] 4/6p_Hill_60 V1
«
Reply #97 on:
November 17, 2010, 11:21:32 am »
Still felt too big for a 3v3, the problem we were facing is that each side of the map was constantly a 2v1. Basically two players on each team would have their own "side" and while they tried to help each other out where they could, the huge distance between them made it hard. Then the third players on each team, in the middle, would bounce back and forth between providing support for each side. It was easier for the third player to push with one side against one player than it was for him to go all the way across the map and make the 2v1 over there a 2v2.
Also, I'm not quite sure the mortar bunker is a good idea.
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: [Final] 4/6p_Hill_60 V1
«
Reply #98 on:
November 17, 2010, 11:28:12 am »
Quote from: Artekas on November 17, 2010, 11:21:32 am
Still felt too big for a 3v3, the problem we were facing is that each side of the map was constantly a 2v1. Basically two players on each team would have their own "side" and while they tried to help each other out where they could, the huge distance between them made it hard. Then the third players on each team, in the middle, would bounce back and forth between providing support for each side. It was easier for the third player to push with one side against one player than it was for him to go all the way across the map and make the 2v1 over there a 2v2.
Also, I'm not quite sure the mortar bunker is a good idea.
your playing the older version where that mortar bunker isnt fixed.
Meh, maybe ill make it a 6/8p map then, but 2vs1 is a result of teamwork (or lack of if your being ganged up on). All maps are prone to this anyways.
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Artekas
Donator
Posts: 784
Re: [Final] 4/6p_Hill_60 V1
«
Reply #99 on:
November 17, 2010, 11:33:37 am »
I'm fully aware that 2v1 is possible to happen on every map, and I've seen it happen, but the thing is the entire game was a 2v1, which I've never seen happen on any other map. I was one of the players on the side and I wanted to help my teammate on the other side out but any units I sent over there would miss whatever action was going on by a minute, so for example (of what actually did happen) if I sent a Marder to help with a Pershing, by the time it got there the Pershing was long gone. I like what you're going for but it just feels too gigantic.
I only played it in 3v3 one time though, so maybe I'll see a different pattern next time I play it.
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