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[Final] 6p_Wilhelminakanaal v1.007
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Topic: [Final] 6p_Wilhelminakanaal v1.007 (Read 23554 times)
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Rahx
EIR Veteran
Posts: 1147
[Final] 6p_Wilhelminakanaal v1.007
«
on:
June 18, 2011, 07:36:31 pm »
Heey there!
I proudly announce you my very first map: "Wilhelminakanaal".
I was inspired by the canal near my village; still this ain't historically accurate.
Furthermore, both sides should have a balanced position compared to the opposition.
However, I'm going to release several versions and updates in the future.
Please leave suggestions, bug reports and/or comments below.
Cheers!
Download link:
http://www.gamefront.com/files/20502318/6p_Wilhelminakanaal.sga
Screenshots:
«
Last Edit: July 01, 2011, 08:03:11 am by Rahx
»
Logged
Quote from: LeoPhone on June 25, 2011, 04:06:43 pm
why is everyone except me retarded?
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: [Final] 6p_Wilhelminakanaal
«
Reply #1 on:
June 18, 2011, 07:52:06 pm »
Nice.
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Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
EliteGren
EIR Veteran
Posts: 6106
Re: [Final] 6p_Wilhelminakanaal
«
Reply #2 on:
June 18, 2011, 08:01:47 pm »
It looks really nice
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
tank130
Sugar Daddy
Posts: 8889
Re: [Final] 6p_Wilhelminakanaal
«
Reply #3 on:
June 18, 2011, 08:58:29 pm »
Wow, looks like some serious thought went into appearance. Great work.
Logged
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.
AmPM
Community Mapper
Posts: 7978
Re: [Final] 6p_Wilhelminakanaal
«
Reply #4 on:
June 18, 2011, 09:02:24 pm »
I like it, only thing might be the ease of blocking off one players spawn (push hard on that side, use SE PE to setup barricades) or to mine the route. Should be interesting though as it could also be used for an arty platform.
Needs to be in launcher.
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Mister Schmidt
Lawmaker
Posts: 5006
Re: [Final] 6p_Wilhelminakanaal
«
Reply #5 on:
June 19, 2011, 03:29:47 am »
I would also say that the concrete bridges on top left and bottom right, do not meld well with the dirt road, it looks a little weird, I think the road needs to be a little wider.
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Quote from: xez0 on August 29, 2014, 10:57:01 am
and 6th " Main Thing " is you have to Chant " hare krishna hare krishna krishna krishna hare hare hare rama hare rama rama rama hare hare ".
Quote from: Smokaz on November 22, 2011, 09:01:38 am
"Seeing Bigdick in his full sado mask attire, David couldn't help but feel a tingle in his special place.."
LeoPhone
Honoured Member
Posts: 0
Re: [Final] 6p_Wilhelminakanaal
«
Reply #6 on:
June 19, 2011, 03:42:16 am »
map looks great indeed. But doesn't seem suited for EIR gameplay. more like vcoh.
also looks too small for a 3v3 and the middle town is just one big chokepoint with the way you did the forests.
map could use some more flanks. forests should be totally redone, making it all passable.
some other minor points:
the circular sandbag wall object around the tree does not has correct cover, pathfinding. if you want to keep it replace the single object with multiple single sandbag walls placed manually.
pathing inside the town looks like it can need improvement. perhaps remove/move some objects around so even light vehicles can move trough easily. and the barbed wire wall you placed next to the wooden wall probably can't be crushed by light vehicles as well.
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Malgoroth
Donator
Posts: 960
Re: [Final] 6p_Wilhelminakanaal
«
Reply #7 on:
June 19, 2011, 04:59:45 am »
Leo is right about the forests. They should all be passable. Other than that though... I like the looks of it. Very nicely done indeed. I'd definitely like to take my blitz company out for a spin on this one
Logged
smurfORnot
EIR Veteran
Posts: 4715
Re: [Final] 6p_Wilhelminakanaal
«
Reply #8 on:
June 19, 2011, 05:19:20 am »
yea,if forets are unpasable,there is gona be total carnage in middle,heaven for arty :p
Logged
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: [Final] 6p_Wilhelminakanaal
«
Reply #9 on:
June 19, 2011, 05:24:40 am »
Quote from: LeoPhone on June 19, 2011, 03:42:16 am
map looks great indeed. But doesn't seem suited for EIR gameplay. more like vcoh.
Y u no let us have nice things?
Logged
Quote from: Grundwaffe
Soon™
Quote from: Shabtajus on May 18, 2013, 02:16:45 am
gj icelandic i am proud of u
Quote from: aeroblade56 on June 21, 2013, 11:47:37 am
Sometimes its like PQ doesnt carrot all.
Work Harder
Unkn0wn
No longer retired
Posts: 18379
Re: [Final] 6p_Wilhelminakanaal
«
Reply #10 on:
June 19, 2011, 05:35:41 am »
Looking pretty, like real dutch scenery!
Will have it in the .module today.
Logged
Rahx
EIR Veteran
Posts: 1147
Re: [Final] 6p_Wilhelminakanaal
«
Reply #11 on:
June 19, 2011, 07:05:39 am »
Quote from: LeoPhone on June 19, 2011, 03:42:16 am
map looks great indeed. But doesn't seem suited for EIR gameplay. more like vcoh.
also looks too small for a 3v3 and the middle town is just one big chokepoint with the way you did the forests.
map could use some more flanks. forests should be totally redone, making it all passable.
some other minor points:
the circular sandbag wall object around the tree does not has correct cover, pathfinding. if you want to keep it replace the single object with multiple single sandbag walls placed manually.
pathing inside the town looks like it can need improvement. perhaps remove/move some objects around so even light vehicles can move trough easily. and the barbed wire wall you placed next to the wooden wall probably can't be crushed by light vehicles as well.
Yeah you got a point with the forests. I could make it passable, but to be honest; I wanted to have both sides concentrate on the middle...
Anyway, I'll improve the map tonight and release an update tomorrow; make the pathing smoother and re-do the road around the concrete bridges.
Thanks everyone!
However, I could test this map with some volunteers and based on the problems in battle, I may improve several things what they want to be changed.
«
Last Edit: June 19, 2011, 07:09:01 am by Rahx
»
Logged
Nanoguard
EIR Regular
Posts: 36
Re: [Final] 6p_Wilhelminakanaal
«
Reply #12 on:
June 19, 2011, 09:53:22 pm »
Oh, I want to try out the new map!
Logged
GORKHALI
EIR Veteran
Posts: 1472
Re: [Final] 6p_Wilhelminakanaal
«
Reply #13 on:
June 19, 2011, 10:27:43 pm »
Nice map dude, but when i saw wilhelminakanaal i thought it would be a son bridge...great job keep it up
Logged
Rahx
EIR Veteran
Posts: 1147
Re: [Final] 6p_Wilhelminakanaal
«
Reply #14 on:
June 20, 2011, 05:41:24 am »
thanks mate
Logged
Rahx
EIR Veteran
Posts: 1147
Re: [Final] 6p_Wilhelminakanaal v.1b
«
Reply #15 on:
June 28, 2011, 08:16:25 pm »
Voila motherfuckers;
Update:
- Fixed bridges near spawn
- Paths through forests
- Fixed pathing issues
Here's the new Download link:
http://www.gamefront.com/files/20493762/6p_Wilhelminakanaal.sga
And I've already changed the download link in the first post, so it should be good to go.
Take a look at the fixes if you want:
Logged
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: [Final] 6p_Wilhelminakanaal v.1b
«
Reply #16 on:
June 28, 2011, 08:18:33 pm »
I like it, looks quite interesting.
Logged
smurfORnot
EIR Veteran
Posts: 4715
Re: [Final] 6p_Wilhelminakanaal v.1b
«
Reply #17 on:
June 29, 2011, 02:54:20 am »
definitely like it
Logged
deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: [Final] 6p_Wilhelminakanaal v.1b
«
Reply #18 on:
June 29, 2011, 03:41:33 am »
reminds me of the old venue forest, and ppl didnt like that
Logged
DERDBERT
Quote from: jackmccrack on August 03, 2014, 01:58:51 pm
Like Jesus, Keeps died for us
He made a funny thread for bear, and got banned.
Now bear makes his own funny thread. It's unsurprisingly not funny.
Keeps died for our funny threads.
Unkn0wn
No longer retired
Posts: 18379
Re: [Final] 6p_Wilhelminakanaal v.1b
«
Reply #19 on:
June 29, 2011, 05:32:14 am »
What was the problem? Sorry, had some real life things, didn't get to look at it yet. And I've barely slept today, so I'll take a look at it tomorrow and probably toss it in the updater. (The force is strong in this one)
Logged
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