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Author Topic: 6p Ardennes Village  (Read 10466 times)
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #20 on: January 03, 2011, 12:17:46 pm »

Cleared path for LVs from spawn 1 to get out of the forest.
Adjusted spawn 2 so they dont leave their start before they cap sector

OP updated.
« Last Edit: January 03, 2011, 12:20:28 pm by Groundfire » Logged

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Unkn0wn Offline
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Posts: 18379


« Reply #21 on: January 05, 2011, 07:49:05 am »

In the .module as 6p_Ardennes_Village

We can add it after some more tests
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #22 on: January 05, 2011, 01:58:10 pm »

I rly did like the map cuz of my falls  Grin

but it's sometimes unclear through which trees atg'c can shoot and throught which cant...
but for a change map offers a nice variety Wink
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #23 on: January 05, 2011, 03:49:11 pm »

Updated OP with fixes after playtesting.

-Removed a bum building that couldnt be fired out of or at.
-Improved pathing around spawn 4 so that player can skirt the map
-Updated minimap and fixed lobby slot/base maps

My impressions:

I loved the playstyle on the map. I can imagine that for vehicle heavy coys it would be a tad clostraphobic, but the forest offer an interesting fighting environment for infantry combat. Infantry pathing moving in and around the forests is very good, offers alot of cover and provides protected flanking paths for removing obstacles that would choke up the main path ways.

Really only light vehicles would have trouble with this map, but it promotes smart game play, the map is wide enough for lots of flanking, but it focuses the fighting quite nicely in the middle.

IMO, it's rdy to go into the updater. Forest Fighting is a good change of pace.
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Tymathee Offline
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Posts: 9741



« Reply #24 on: January 05, 2011, 04:05:53 pm »

as long as im not playing falls or se with assault i think i'll be fine on that map lol but we ran into a flippin buzz saw
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"I want proof!"
"I have proof!"
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sheffer Offline
EIR Veteran
Posts: 593



« Reply #25 on: January 06, 2011, 01:39:25 am »

Great map. Really new experience (real forest fighting and winther skins for units). We need it. And we need LeoPhones urban map  Roll Eyes

2Tym
u blob so heavilly all the game and u have no SMG's and nades. All axis were inf based companies, so your zook blobs was just near useless. dont blame riflenades and assaults.

2Devs
give a Jumbo smoke screen, it really sucks without it
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Senseless and ruthless.
Tymathee Offline
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Posts: 9741



« Reply #26 on: January 06, 2011, 01:51:38 am »

Great map. Really new experience (real forest fighting and winther skins for units). We need it. And we need LeoPhones urban map  Roll Eyes

2Tym
u blob so heavilly all the game and u have no SMG's and nades. All axis were inf based companies, so your zook blobs was just near useless. dont blame riflenades and assaults.

2Devs
give a Jumbo smoke screen, it really sucks without it

lmao zook blobs? i didn't bring out more than 2 squads of rangers until the end when that was all I had left. I had nades but they don't work against PzGrens with assault and soldier armor, trust i've gone up against this many many times. Same with the falls, maybe you didn't notice how effin fast those falls tore through any infantry.

even if i had smgs, i'd have gotten raped
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sheffer Offline
EIR Veteran
Posts: 593



« Reply #27 on: January 06, 2011, 02:07:19 am »

may be i didnt notice smg's, 1\2 of time i was on middle and left side. Anyway that forest map is a just one big light\heavy cover with alot of shotblockers. small arms are not so effective, but nades and flamers owning
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