Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 23, 2024, 07:14:55 pm
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Resources
Leaderboards
Unit Price Lists
Map List
Launcher status:
Players in chat: 0
Battles in progress: 0
Battles waiting: 5
Download the mod from Steam
Join our Discord server
Recent posts
Please don’t open this th...
by
Olazaika1
[November 01, 2024, 12:46:37 pm]
Required age ratings for ...
by
Unkn0wn
[October 05, 2024, 07:29:20 am]
50 minutes cap victory
by
Olazaika1
[September 05, 2024, 01:54:13 pm]
Feedback
by
Olazaika1
[July 16, 2024, 11:30:34 pm]
Anyone here still alive?
by
Olazaika1
[June 22, 2024, 06:49:40 am]
very glad to be signing u...
by
Olazaika1
[March 08, 2024, 12:13:38 am]
EiR:R ACA (Art Credits Ar...
by
Olazaika1
[March 08, 2024, 12:12:54 am]
Hello, New guy in the mod
by
Olazaika1
[March 08, 2024, 12:09:37 am]
CoH 3 Old Guard
by
chefarzt
[December 30, 2023, 08:00:58 pm]
KT got buffs, Rug stop hi...
by
LittleJoe
[February 04, 2023, 11:46:41 am]
Awards
2007
Mod of the Year
Editor's Choice
2008
Most Innovative Multiplayer
Nominee
Want to help promote Europe In Ruins? It's as easy as clicking here once a day!
Why?
COH: Europe In Ruins
>
Forum
>
EIR Main Forums
>
Projects & Mapping
>
[Final?] 6p_Ardenne Valley
Pages: [
1
]
2
3
...
5
Go Down
Print
Author
Topic: [Final?] 6p_Ardenne Valley (Read 28165 times)
0 Members and 3 Guests are viewing this topic.
Kolath
Commander, 2nd Infantry Division
Posts: 2382
[Final?] 6p_Ardenne Valley
«
on:
September 13, 2007, 01:24:56 pm »
Ardenne Valley is back! Now using the handy OCP sector system. See the overhead below for more information. This map set in a dense pine forest with a German depot and a string of fortifications in the hills. This map uses the strategic sector layout. Please give it a shot and post your feedback here!
Download:
http://files.filefront.com/6p+Ardenne+Valleysga/;9865156;/fileinfo.html
Feedback Needed:
-How is the sector layout? Note that the hill has two sectors in a ring.
Changelog:
2.05
-Added more shot blockers to groves. Post if there are still things you can shoot through
2.04
-Removed/Added sectors. See updated map
-Now set for 4vs4!
2.03
-Fixed texture error in weather
-Fixed wind
-Removed many sectors. See updated map
2.02
-Reverted to objective map system using the new OCP scar coding
2.01
-Sectors compatible with new capture system
2.0
-OF compatible
-weather options
-removed sectors
-converted to heavy pine forest
-many more impassible areas
1.3
-added loading screen
-finished OOB areas
-added cover objects
-tweaked positions of groves
-added 3 sectors
-added FX
1.2
-removed one sector from near axis spawn
-removed scar marker that was preventing deployment
1.0-1.1
-game bugged, filefront bugged
Screenshots:
[attachment deleted by admin]
«
Last Edit: April 02, 2008, 06:16:45 am by Kolath
»
Logged
Kolath's Quote Commandments:
1. Thou shalt not quote the entirety of a post 3 or less posts above you
2. Thou shalt not quote more than 2 nested levels
3. Thou shalt not quote large blocks of text when one sentence would do
4. Thou shalt not quote images!
Unkn0wn
No longer retired
Posts: 18379
Re: [BETA] 6p_Ardenne Valley
«
Reply #1 on:
September 14, 2007, 10:41:09 am »
Will give it a try soon.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [BETA] 6p_Ardenne Valley
«
Reply #2 on:
September 14, 2007, 12:23:46 pm »
Thanks will open it up in the WB
.
Logged
Apex
Honoured Member
Posts: 2971
Re: [BETA] 6p_Ardenne Valley
«
Reply #3 on:
September 14, 2007, 12:25:24 pm »
Map looks sweet, will try it out asap.
Logged
Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: [BETA] 6p_Ardenne Valley
«
Reply #4 on:
September 15, 2007, 12:18:31 pm »
IT WORKS! At long last, it finally works!!!
Huge thanks to Stranger, minehold, thtb, and everyone who helped in testing to iron out the bugs!
Now that it works, the new mission is to balance it. Specifically I am interested in sector balance and positioning. The sectors are asymmetrical currently, Axis spawn has fewer sectors, but are much closer. See if that works out alright. Also, try to determine whether the hill is too defensible. Thanks a lot!
«
Last Edit: September 20, 2007, 07:03:40 pm by Kolath
»
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [BETA] 6p_Ardenne Valley
«
Reply #5 on:
September 15, 2007, 12:32:13 pm »
Adding to MD
Logged
Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: [BETA] 6p_Ardenne Valley
«
Reply #6 on:
December 23, 2007, 07:19:47 pm »
New version!
http://files.filefront.com/6p+ardenne+valleyzip/;9313064;/fileinfo.html
Please test out the new and improved, OF-compatible version of Ardenne Valley. Come see what 4,000+ pine trees are all about (seriously that is the total count of pine trees in WB).
Previously people complained that the map was too open. I closed off more areas, so please tell me if I need to do more.
Installation: put the .sga in your \Europe In Ruins\Archives folder. This should work with the mod automatically, if not, Unk0wn, can you have FL add this to the module?
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [BETA] 6p_Ardenne Valley
«
Reply #7 on:
December 24, 2007, 05:31:53 am »
Already is in the module file
.
Logged
Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: [BETA] 6p_Ardenne Valley
«
Reply #8 on:
December 24, 2007, 03:09:33 pm »
Excellent!
Logged
DasNoob
EIR Veteran
Posts: 3430
Re: [BETA] 6p_Ardenne Valley
«
Reply #9 on:
December 26, 2007, 04:51:37 pm »
This map is very nice now. I love the sector changes... the trees give a great feel. People should play this more, it's almost a new map.
Logged
Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!
Quote from: Smokaz on February 24, 2010, 11:45:39 am
You have DasNoob who uses the mod as COHTV
Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: [BETA] 6p_Ardenne Valley
«
Reply #10 on:
December 28, 2007, 12:39:12 pm »
Thank you, DasNoob! Glad to hear you like it! Do you feel that the sides are fairly balanced now?
When you played, where did most of the fighting occur? In the past most combat happened around the small bridge by the depot and a little bit in the hilly radar station.
Logged
Skunker
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993
Re: [BETA] 6p_Ardenne Valley
«
Reply #11 on:
January 01, 2008, 02:09:41 pm »
Last game I played the radar station wasn't really a big deal, the central hill and the depot with the bridge was where all fighting occurred by in large. I find that the hill has too few ways to be flanked, and thus becomes a dominating point in the map. If you intended it that way, then it's good, but just keep in mind that it tends to be a marker: if you control the central hill you can control the flanks.
Logged
http://iceburgh.myminicity.com/
http://iceburgh.myminicity.com/ind
Thtb-Ally
The German Guy on the Ally side?
EIR Veteran
Posts: 1812
Re: [BETA] 6p_Ardenne Valley
«
Reply #12 on:
January 01, 2008, 02:18:31 pm »
It has enave way´s to be flanked. I was attacked on that hill from 3 dif. direction´s (and frome behind at some point)
Logged
http://files.filefront.com/Film+0007wmv/;9869244;/fileinfo.html
http://www.moddb.com/mods/8627/europe-in-ruins/features/27131/modcast-ep
*Image Removed*
Unkn0wn
No longer retired
Posts: 18379
Re: [BETA] 6p_Ardenne Valley
«
Reply #13 on:
January 13, 2008, 06:31:36 am »
Can we have this one fixed ASAP?
Logged
Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: [BETA] 6p_Ardenne Valley
«
Reply #14 on:
January 13, 2008, 09:03:50 am »
Patience, Unk0wn. I'm doing it today.
Logged
Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: [BETA] 6p_Ardenne Valley
«
Reply #15 on:
January 13, 2008, 06:40:03 pm »
New version: Now it works again:
http://files.filefront.com/6p+Ardenne+Valleyzip/;9431473;/fileinfo.html
Try it out and let me know how the sectors are.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [BETA] 6p_Ardenne Valley
«
Reply #16 on:
January 14, 2008, 09:20:43 am »
Sweet. Added to map database.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [BETA] 6p_Ardenne Valley
«
Reply #17 on:
January 14, 2008, 10:11:08 am »
You should consider a snow version
.
Logged
Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: [BETA] 6p_Ardenne Valley
«
Reply #18 on:
January 14, 2008, 10:16:16 am »
Yeah I will be tweaking the sectors again after I watch the replay from last night's battle.
A snow version would be awesome. I'm hoping there could be a way to take the textures from the BoB mod. Or that Relic will make a russia expansion with snow terrain.
To all players: Please post replays or suggestions for sector rework.
I am trying to decide between fully sectoring, or trying to maintain a French-Countryside-esque sector system.
«
Last Edit: January 14, 2008, 10:26:10 am by Kolath
»
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [BETA] 6p_Ardenne Valley
«
Reply #19 on:
January 14, 2008, 11:22:03 am »
You don't need special textures, just look at this:
http://forums.relicnews.com/showthread.php?t=173361&page=2&pp=15
Page 2.
Or you could do like that St.Vith map.
Logged
Pages: [
1
]
2
3
...
5
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
News & Introductions
-----------------------------
=> Updates & Announcements
=> EIR Boot Camp
===> In Other Languages
=====> In Chinese
=====> In German
=====> In Spanish
=====> In Polish
=====> In French
=====> In Norwegian
=> New Players
-----------------------------
EIR Main Forums
-----------------------------
=> General Discussion
=> Tactics & Strategy
=> Balance & Design
=> Broadcasts & Replays
=> Projects & Mapping
=> Technical Support
===> Bug Reporting
-----------------------------
General Forums
-----------------------------
=> General Discussion
=> Other Games
TinyPortal v1.0 beta 4 ©
Bloc
Loading...