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[Final] 6p_Wilhelminakanaal v1.007
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Topic: [Final] 6p_Wilhelminakanaal v1.007 (Read 23523 times)
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GORKHALI
EIR Veteran
Posts: 1472
Re: [Final] 6p_Wilhelminakanaal v1.007
«
Reply #60 on:
July 03, 2011, 03:54:00 am »
Groundfire lost his maus in this map maybe not because of the pathing coz its a super heavy tank u can say moving pillbox but coz of its speed,coz that thing is super slow, but took like 50 or more hits to take it down
i think maus should be able to kill ally tanks apart from pershing in one shot coz that thing takes ages to reach the battlefield and the turret rotation is even slower then i expected so , is it worth to use as a reward unit , and i guess no one will use it cuz it is simply useless coz ally can change the front faster and it cannot catch upp with them ,maybe u guys should give the speed of jagd tiger to maus and turret rotation its faster ...
«
Last Edit: July 03, 2011, 04:06:55 am by GORKHALI
»
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RoyalHants
EIR Veteran
Posts: 2109
Re: [Final] 6p_Wilhelminakanaal v1.007
«
Reply #61 on:
July 03, 2011, 03:55:46 am »
GROUNDFIRE HAXED A MAUS!!!!!!
Logged
Quote from: Mysthalin on May 27, 2013, 09:05:15 am
Yeah calbanes, I mean - some people like smokaz are still yet to win a single game, even though they've been around here for years.
GORKHALI
EIR Veteran
Posts: 1472
Re: [Final] 6p_Wilhelminakanaal v1.007
«
Reply #62 on:
July 03, 2011, 04:02:34 am »
yes Groundfire had a maus but he lost it , maybe he was testing it ,
Logged
smurfORnot
EIR Veteran
Posts: 4715
Re: [Final] 6p_Wilhelminakanaal v1.007
«
Reply #63 on:
July 03, 2011, 04:11:43 am »
test failed then,lol
replay plox?
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Unkn0wn
No longer retired
Posts: 18379
Re: [Final] 6p_Wilhelminakanaal v1.007
«
Reply #64 on:
July 06, 2011, 06:01:12 am »
Sectors should be done manually, not with that automatic sector creation shit. Just use a chessboard pattern. (Large rectangular sectors across the map)
Middle needs some cleaning up, it's a little too cluttered. Also, don't use more than 2 - 3 textures in one area, you should use splats and splines for everything else. (much less gfx intensive but just as pretty)
Logged
skaffa
Honoured Member
Posts: 3130
The very best player of one of the four factions.
Re: [Final] 6p_Wilhelminakanaal v1.007
«
Reply #65 on:
July 06, 2011, 06:21:55 am »
Quote from: Unkn0wn on July 06, 2011, 06:01:12 am
Sectors should be done manually, not with that automatic sector creation shit.
Calculate voronoi.
Try to think out the sectors on the tacmap, draw em on it with paint, then go in map and put the strat points down, do calculate voronoi once, then adjust manually.
Logged
Quote from: deadbolt
bad luck skaffa> creates best and most played eir maps
> hated for creating best and most played eir maps
Quote from: Tachibana
47k new all time record?
Quote from: deadbolt
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
Rahx
EIR Veteran
Posts: 1147
Re: [Final] 6p_Wilhelminakanaal v1.007
«
Reply #66 on:
July 06, 2011, 07:14:14 am »
Quote from: Rahx on July 02, 2011, 05:59:07 pm
Anyway, I'll look into it after 3 weeks or so: dont have the time this week to work on it and I'll be on holidays for two weeks...
Just don't play on the map till it's updated to save your vet.
I know what to do; thanks for the advices. I appreciate it tho
Logged
Quote from: LeoPhone on June 25, 2011, 04:06:43 pm
why is everyone except me retarded?
8thRifleRegiment
EIR Veteran
Posts: 2210
Re: [Final] 6p_Wilhelminakanaal v1.007
«
Reply #67 on:
July 06, 2011, 12:51:15 pm »
Man, i love the way it looks but two things that really really irk me
1. The tank traps everywhere. They are uncrushable and need to go
Bridges are the only way out of two of the spawns, not a good idea. Maybe make a little landbridge with 1/2 water covering it
Logged
I will never forget the rage we enduced together
Quote from: brn4meplz on March 08, 2013, 12:46:54 pm
Ohh Good, AmPm can pay in Doubloons.
Rahx
EIR Veteran
Posts: 1147
Re: [Final] 6p_Wilhelminakanaal v1.007
«
Reply #68 on:
July 06, 2011, 01:46:38 pm »
Quote from: 8thRifleRegiment on July 06, 2011, 12:51:15 pm
Man, i love the way it looks but two things that really really irk me
1. The tank traps everywhere. They are uncrushable and need to go
Bridges are the only way out of two of the spawns, not a good idea. Maybe make a little landbridge with 1/2 water covering it
wait what?
I changed my map and made land-crossings?
or do you mean that I should enlarge them?
Logged
8thRifleRegiment
EIR Veteran
Posts: 2210
Re: [Final] 6p_Wilhelminakanaal v1.007
«
Reply #69 on:
July 06, 2011, 02:44:23 pm »
im saying you should ADD landbridges that cannot be blocked becuase thats what happens on your map, leohpone got trapped in his spawn twice. and ive seen it happen in about 3 games
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RoyalHants
EIR Veteran
Posts: 2109
Re: [Final] 6p_Wilhelminakanaal v1.007
«
Reply #70 on:
July 06, 2011, 03:00:35 pm »
lawl Leophone ,so fail ,so fail
Logged
LeoPhone
Honoured Member
Posts: 0
Re: [Final] 6p_Wilhelminakanaal v1.007
«
Reply #71 on:
July 06, 2011, 03:22:22 pm »
no hants, everyone else fail.
Logged
Rahx
EIR Veteran
Posts: 1147
Re: [Final] 6p_Wilhelminakanaal v1.007
«
Reply #72 on:
July 06, 2011, 03:57:49 pm »
Quote from: RoyalHants on July 06, 2011, 03:00:35 pm
lawl Leophone ,so fail ,so fail
read my signature lol.
Quote from: 8thRifleRegiment on July 06, 2011, 02:44:23 pm
im saying you should ADD landbridges that cannot be blocked becuase thats what happens on your map, leohpone got trapped in his spawn twice. and ive seen it happen in about 3 games
I already made so called "landbridges".... maybe it wasn't uploaded yet...
Anyway, I will take a look in the weekend just before going on holidays; fixing every issue posted on this thread. If anyone has any comments, please leave 'm here while you still can, otherwise you'll have fail moments like leophone and I would like to mind that
Cheers
PS. I'll just enlarge the land-crossings so it'll be harder to block 'em.
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