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Author Topic: [Beta] 4p_Vierville  (Read 12930 times)
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Unkn0wn Offline
No longer retired
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Posts: 18379


« on: March 04, 2007, 10:44:45 am »

After many many hours of hard labour with the world builder, I'm pleased to present you the beta version of my map: Vierville.

Description:
'Onward, schnell!!', both axis and allied forces are rapidly advancing towards the small city of Vierville. In order for one side to achieve victory, they will be required to make good use of the large amounts of narrow streets and buildings found in the city. It is already certain that no armored vehicle will easily get through...


Installation:
Download from: Map Database! (See sticky in this forum)

Put the '4p_Vierville.sga' file into your Program Files\THQ\Company of heroes\EuropeinRuins\Archives


Screenshots
Loading screen (special thanks to Harry for enhancing it to sweetness)


Mini map (again thanks to Harry for enhancing Smiley)



Please feel free to give input so I can finetune this map and have it finalised ASAP.
You may always contact me for a game on it aswell Wink.
« Last Edit: March 16, 2008, 09:36:50 am by Unkn0wn » Logged
Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #1 on: April 12, 2007, 01:13:02 pm »

Yes, that's one thing i think we need to worry about (By the way the quality of it is excellent unknown Smiley ).  EiR has the tendency to be terribly upsetting to play if paths are restricted by only a handful of units (I.E. some MG's in certain positions can pin down the movement of the entire opposing force). Although mortars can counter, usually the players who can stop movement early are able to become aggressive and corner the other player.
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Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #2 on: May 21, 2007, 02:43:46 pm »

Excellent work unknown, it pans out really well in a 2vs2.
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Apex Offline
Honoured Member
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Posts: 2971


« Reply #3 on: July 16, 2007, 03:37:06 pm »

Excellent map, i loved playing it! Maybe one thing, make the bunker one of those where u can shoot from all sides, would compensate for the flakvierling.
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Unkn0wn Offline
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Posts: 18379


« Reply #4 on: August 17, 2007, 08:59:46 am »

New version!!!

- Finetuned sectors
- Changed bunker
- Added more details (corpses, action marker fog, etc)
- Severely wrecked the city
- Fixed map description (hopefully Smiley)
« Last Edit: March 16, 2008, 09:49:43 am by Unkn0wn » Logged
Unkn0wn Offline
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Posts: 18379


« Reply #5 on: February 19, 2008, 08:15:40 am »

Wow, this was on page 7!
Anyway, update!

- Removed flakvierling (lmao)
- Added additional sector in the town, this should make it slightly easier for the attackers.
- Added some openings on the right flank hedge, should now be a lot more convient to flank from the right.
- Made some other minor openings in buildings & walls.

New link in Map Database ASAP.
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Unkn0wn Offline
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Posts: 18379


« Reply #6 on: March 16, 2008, 09:29:48 am »

Would appreciate feedback.
I'm aware it's not exactly a popular 2vs2 map even though I personally think it usually has loads of action-packed urban combat sequences.
Hopefully, with your feedback, I can further finetune it and make it more desirable.

Both Airfield & Vierville are on my finalisation list for these next few weeks.
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Lancerblood Offline
EIR Regular
Posts: 16


« Reply #7 on: March 17, 2008, 01:23:04 am »

This map is pretty broken for MCP, This is one of the few maps you can actually spawn camp in.

Sectors need to be reworked, dunno what else but the map overall is pretty broken for EIR right now.
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Duvka Offline
EIR Veteran
Posts: 159


« Reply #8 on: March 17, 2008, 01:24:08 am »

This map is pretty broken for MCP, This is one of the few maps you can actually spawn camp in.

Sectors need to be reworked, dunno what else but the map overall is pretty broken for EIR right now.

Airborne players with raidassault can spawncamp on any map Tongue
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Profile's: Duvka, Razor, KleinInDerHosen, Akvud.
Lancerblood Offline
EIR Regular
Posts: 16


« Reply #9 on: March 17, 2008, 01:27:00 am »

well its not JUST the spawn camping, the spawn arty is broken as well for some reason.  You can put an MG in the house closest to the northern spawn without getting artied, you can set up AT guns and whatever else near there as well.  Thats pretty damn close to the spawn point to be setting up defenses there.  Set up an MG bunker there and you pretty much lock down someones spawn.
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Unkn0wn Offline
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Posts: 18379


« Reply #10 on: March 17, 2008, 04:53:44 am »

You're not supposed to attack from inside the city Wink.
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Smithy17 Offline
EIR Veteran
Posts: 756


« Reply #11 on: March 17, 2008, 12:54:12 pm »

You should probably make some gaps in the hedges up the sides, there seems to be alot of possibilities for airborne to get stuck there.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #12 on: March 17, 2008, 12:55:32 pm »

The left side hedges? It's not intended that anyone ever goes there so if I open it up people will likely just go in there for no reason Tongue. I'll see if I can spam it with blockers so that you can't drop there.
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BradAnderson Offline
EIR Veteran
Posts: 1233



« Reply #13 on: March 26, 2008, 02:04:29 pm »

bugged house hmg squad goes in front door goes out back and hedge blocks him

[attachment deleted by admin]
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #14 on: March 26, 2008, 02:08:03 pm »

Thanks, will look into that for next version.
Any other general input?
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BradAnderson Offline
EIR Veteran
Posts: 1233



« Reply #15 on: March 26, 2008, 02:10:07 pm »

enjoyd the map possibly a little difficult to attack from outside town still.... mcp really WTFPWNS
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Unkn0wn Offline
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Posts: 18379


« Reply #16 on: March 26, 2008, 02:12:31 pm »

It should neutralise once you have the outskirts + 1.
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jackmccrack2
Guest
« Reply #17 on: March 29, 2008, 03:51:06 am »

Unknown I'd like to say you did an awesome job on this map.

I have both attacked and defended on this map and won both times as Allies and as Axis.

The advantage of defending the city is evened out by the fact that the defenders must trek a LONG time to the front, while the attackers just have to walk a few feet from their spawn.

A lot of people dislike the balance of this map but I think it's great. Nice job.

(if you have difficulty attacking on this map, remember this phrase -- HEAVY CRUSH!)

The city is huge. If you're attacking, crush a gap in the hedge and leak through like a flood. The defending reinforcements will take a long time to get there, so use it to your advantage.

If crushing hedges with a tank and pouring troops in isn't your thing, use mortars. 3 is a good number for an attacking force. TAKE CARE OF YOUR MORTARS. Do not barrage unless you are in a mortar duel.

After you've beaten the initial defenders, there is a church towards the middle of the map. Use it.

« Last Edit: March 29, 2008, 04:06:28 am by jackmccrack2 » Logged
haeso1 Offline
EIR Regular
Posts: 48


« Reply #18 on: March 29, 2008, 04:02:49 am »

you really need to change the sectors, if so this map would be fine. 25% bleed if you can't push early game? that's horrendous. The map looks amazing, the detail and quality is nice, but the absolutely forcing you to capture a zone in the city is too much. Maybe once everyone has early deployments and/or airborne spam to catch defenders as they get there it might be fine, but not everyone has those yet in this war, and attacking without them is just simply impossible.
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jackmccrack2
Guest
« Reply #19 on: March 29, 2008, 04:10:37 am »

I think 25% bleed is the norm for most maps if the defenders push right up to the spawn arty.
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