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Poll
Question: If you could remove one of these maps, which would it be?
Ardennes Village
Abbotsford
Downtown
Villers-Bocage

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Author Topic: [Feedback] Map Pack 1  (Read 10020 times)
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« on: March 20, 2011, 01:00:01 pm »

Hey guys,

We've had the new map pack in for about 2 weeks. Now's the time to leave your feedback so we can go in and change some things.

The maps that are open for discussion are:
6p Ardennes Village
6p Brest (downtown, i guess)
6p Abbotsford
6p Falise
6/8p Villers-Bocage

Were not gonna discuss 6p Germany because the module change wasnt correctly made, so no one played it and Graveyard was just a general fix.

Things that have already been done: (therefore, leave it out of discussion)

Ardennes Village:
-New atmospheric settings added to remove snow
-Improved pathfinding in center forests

Falise:
-Removed all force fields from map
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nugnugx Offline
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Posts: 4051



« Reply #1 on: March 20, 2011, 01:06:16 pm »

Abbotsford is heavy on buildings making tank vehicle movement pretty bad and also rendering atg fire useless , it's pretty much an inf / mortar map.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #2 on: March 20, 2011, 01:20:31 pm »

6p Ardennes Village

nice looking original map. not the best map ever but since it's original i'd say keep it.




6p Brest (downtown, i guess)

map looks like a joke. doesn't meet eir standards imo and we have enough similar maps.




6p Abbotsford

a map similar to st. lambert but with more buildings. too much buildings.
some people like st. lambert so it can stay but there is no need for another one.




6p Falaise

Paris version 2? I don't know much of this map. there is no overview image available on the forums.
anyway it looks like paris version 2 so I would suggest put this in and remove paris.
also, moar bloom.




6/8p Villers-Bocage

nice map, similar to carentan. we can use some more 4v4s. I suggest to put the new version in with slightly less buildings. I will finish it once I get the word that this map will go in.


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TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #3 on: March 20, 2011, 01:20:36 pm »

Villers Bocage is lovely. Finally an EiR map with some realistic looking urban settings.

Ardennes village has a very manufactured appearance. It doesn't look like a world war 2 battleground so much as an arena with world war 2 thematic elements in it. The symmetrical quad forest in the middle is the main contributor to this effect. Asymmetry tends to lend itself to good, atmospheric maps a bit more. Overall it's not a bad map though, and considering some of the other junk we have it actually is pretty good in comparison.

Downtown is bland, completely ugly and ultimately unimaginative. It also has terrible pathing and absurdity around the central square. It looks like a lego map that was built in 4 minutes with a formula (field + city grid = win map!). This map is the EiR map equivelent to Rebecca Black's "Friday".

Abbotsford seems unfinished and unpolished as if it were rushed out to production instead of getting the extensive detailing and layout planning it needed. The south side can easily push the north side to their spawn and then camp along the awkwardly placed horizontal line of buildings keeping them penned in. It's way too easy to do. On top of that the map looks really unpolished in terms of splats, tiles and objects. It was made too quickly without extensive blending and texturing that a good map needs. Its buildings sit awkwardly on flat ground that has a weird green colour, and roads and textures just jut out without any touching up. This map does more harm than good by being in the launcher at such an unfinished state.

Falaise: Needs to not look like a nuclear bomb went off (radiation bloom). Other than that not much can be said because it had forcefields on it that made it unplayable. It is way better than paris though.
« Last Edit: March 20, 2011, 01:23:38 pm by TheWindCriesMary » Logged

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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #4 on: March 20, 2011, 01:47:13 pm »

Added poll to top, if you could remove one of these maps from circulation, which one would it be?

I did not include Falise because it's bug was too crippling for proper testing .
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deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #5 on: March 20, 2011, 02:11:44 pm »

y u b trollin ma map 4

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RoyalHants Offline
EIR Veteran
Posts: 2109



« Reply #6 on: March 20, 2011, 02:12:49 pm »

Roflmao
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Uglysori Offline
EIR Veteran
Posts: 301

The very best player of one of the four factions.

« Reply #7 on: March 20, 2011, 02:18:20 pm »


Ardennes village has a very manufactured appearance. It doesn't look like a world war 2 battleground so much as an arena with world war 2 thematic elements in it. The symmetrical quad forest in the middle is the main contributor to this effect. Asymmetry tends to lend itself to good, atmospheric maps a bit more. Overall it's not a bad map though, and considering some of the other junk we have it actually is pretty good in comparison.

Abbotsford seems unfinished and unpolished as if it were rushed out to production instead of getting the extensive detailing and layout planning it needed. The south side can easily push the north side to their spawn and then camp along the awkwardly placed horizontal line of buildings keeping them penned in. It's way too easy to do. On top of that the map looks really unpolished in terms of splats, tiles and objects. It was made too quickly without extensive blending and texturing that a good map needs. Its buildings sit awkwardly on flat ground that has a weird green colour, and roads and textures just jut out without any touching up. This map does more harm than good by being in the launcher at such an unfinished state.


I have to agree with Wind on Abbotsford.  It's far too easy to push the north into their spawn and then it becomes an attrition, slow cap out as the north is stuck in holding 1/3 of the map.

Besides the issues involving lag with the snow fall in  Ardennes I disliked how so many large clumps of trees were not actually shotblocks.  So basically either side could set up an atg or mg behind a clump of trees that served as a natural movement and pathing barrier but were free to fire as they pleased making it a much more campy map imo.
« Last Edit: March 20, 2011, 02:22:07 pm by Uglysori » Logged
nugnugx Offline
Donator
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Posts: 4051



« Reply #8 on: March 20, 2011, 02:25:32 pm »

Need mapmakers names near maps so i know which map i should vote to delete

« Last Edit: March 20, 2011, 02:27:56 pm by nugnugx » Logged
Sachaztan Offline
EIR Veteran
Posts: 2667



« Reply #9 on: March 20, 2011, 02:26:42 pm »

I voted Ardennes because of the snow.

Bad, bad idea.
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #10 on: March 20, 2011, 02:31:36 pm »


Besides the issues involving lag with the snow fall in  Ardennes I disliked how so many large clumps of trees were not actually shotblocks.  So basically either side could set up an atg or mg behind a clump of trees that served as a natural movement and pathing barrier but were free to fire as they pleased making it a much more campy map imo.

Im just going to let ya know right now that I had this in mind when I was modifying the map and is intended to be that way.

It gives the feeling of clostrophobia but in reality you can move anywhere you want. 2/3 of the trees in those forests are crushable presenting almost no problems for any kind of medium tank, but it allows infantry and AT to skirt through the forests to hit unguarded flanks and weak points.

Both sides can do this. To a player with aggression in mind, there's really no such thing as a campy map that doesnt involve choke point bridges and water. My map has neither. Wink
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #11 on: March 20, 2011, 03:51:23 pm »

A good map needs two things, one side with houses and one side with fields. A map that only has one of these things sucks. Really bad for gameplay. Villers-Bocage is an example of this.

Can't see why you hate downtown so much, sure it's not perfect but at least it has options.
« Last Edit: March 20, 2011, 03:54:10 pm by PonySlaystation » Logged

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CommieKiller Offline
EIR Veteran
Posts: 144


« Reply #12 on: March 20, 2011, 04:47:50 pm »

Ardennes : terrible lag caused by snow

-infantries and ATGs in forest are almost untouchable by tanks and mgs because of abundance of heavy cover
-flanking maneuvers with vehicles practically impossible with only couple routes




Villers-Bocage : needs considerable amount of buildings removed

-too little open ground
-map favors brits too much with rifle granades and piats
-ATGs are useless, while handheld AT roflstomps vehicles.

it's pretty much infantry in building vs infantry in building.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #13 on: March 20, 2011, 04:53:05 pm »

Ardennes : terrible lag caused by snow

-infantries and ATGs in forest are almost untouchable by tanks and mgs because of abundance of heavy cover
-flanking maneuvers with vehicles practically impossible with only couple routes




Villers-Bocage : needs considerable amount of buildings removed

-too little open ground
-map favors brits too much with rifle granades and piats
-ATGs are useless, while handheld AT roflstomps vehicles.

it's pretty much infantry in building vs infantry in building.


Word: Urban combat

The Brest, totally horrible map, be gone from the maplist forever.
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BigDick
Guest
« Reply #14 on: March 20, 2011, 04:56:26 pm »

abbotsford is a great map it got open areas and very urban areas very nice unique map
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CommieKiller Offline
EIR Veteran
Posts: 144


« Reply #15 on: March 20, 2011, 05:06:29 pm »

the thing is, coh/eir is not really fit for tight urban combat enviroment

the game engine really limits building combats and so forth
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TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #16 on: March 20, 2011, 06:10:40 pm »

COH/EIR is fit for tight urban combat environment just fine.

The problem is, COH/EiR players don't seem to be fit for tight urban combat. It seems to troll them immensely.


-Wind
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puddin Offline
EIR Veteran
Posts: 1701



« Reply #17 on: March 20, 2011, 06:50:39 pm »

maps with more creative sectors would be nice....

Look at cross roads... The sectors actually ment something and where not blocks... its fun tho play that map because its a 2v2 yet you have to hold 5-6 sectors across it and each one had a different flavor....

I would like more creativce sectoring in maps forcing better game play then " Oh i hold this corner i win!!!
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Puddin' spamtm is soulcrushing... what's hard to understand about that?
Uglysori Offline
EIR Veteran
Posts: 301

The very best player of one of the four factions.

« Reply #18 on: March 20, 2011, 07:58:18 pm »

Im just going to let ya know right now that I had this in mind when I was modifying the map and is intended to be that way.

It gives the feeling of clostrophobia but in reality you can move anywhere you want. 2/3 of the trees in those forests are crushable presenting almost no problems for any kind of medium tank, but it allows infantry and AT to skirt through the forests to hit unguarded flanks and weak points.

Both sides can do this. To a player with aggression in mind, there's really no such thing as a campy map that doesnt involve choke point bridges and water. My map has neither. Wink

I guess when the only tank I normally use that can knock down trees is the IST those clumps seem like a bigger obstacle than for most other companies lol.  The area is kinda ridiculous for halftracks.  In the end though,  the snow really was the worst part of that map which I believe you've added an option for it not to snow.
« Last Edit: March 20, 2011, 08:00:09 pm by Uglysori » Logged
Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #19 on: March 20, 2011, 08:07:12 pm »

+1 to more creative sectoring, it's crazy how much it can affect the way games are played.
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