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Author Topic: [Final?] 6p_Ardenne Valley  (Read 28185 times)
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Unkn0wn Offline
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« Reply #20 on: January 21, 2008, 02:01:22 pm »

* Sector lay-out right now is a little shitty tbh. Tongue
It's hard to tell which is an actual sector and which is not because you you're using a mix of big sectors and "supply lines", making it pretty confusing, unlike French countryside where you can clearly see the supply line leading up to a larger sector.

* On the tactical map some of the sectors also look purple.

* The barracks are slightly odd (And they stick out on the minimap)

* Please don't use .zip files anymore Tongue


Aside from that, the map's awesome.
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Kolath Offline
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Posts: 2382



« Reply #21 on: January 22, 2008, 06:55:09 am »

Thank you for giving actual constructive feedback.  I have judo after work today, so I won't be able to work on this until Wednesday.

Everyone, please post suggestions for sector layout and other changes!  I need replays and reviews in order to improve this map!
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Unkn0wn Offline
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« Reply #22 on: February 15, 2008, 08:21:54 am »

UPDATE!
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fldash Offline
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« Reply #23 on: February 15, 2008, 08:26:20 am »

I'd like to see a regular sector layout, not supply lines.  This is a great map with lots of cool detail, just need to cleanup the things like the barracks and re-work the sectors.
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Kolath Offline
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Posts: 2382



« Reply #24 on: February 15, 2008, 09:13:17 am »

I would appreciate specific suggestions for the sector layout.  Also, I wish WB had some camp/base buildings (like tents and barracks) that were just decorative objects.

I would like to update it soon.  However, my comp upgrade ran into a snag and I had to RMA my CPU and Memory.  Sad  I am going to put my old parts back in the case hopefully tonight but I have a judo tournament Saturday so the earliest I would have time to mess with the map is Sunday.

Again, what would really help is specific suggestions from players on improved sectors.  In particular suggestions for how to make it regular sectors without making it a cap-fest and still making the hill and depot the key points.
« Last Edit: February 15, 2008, 09:15:15 am by Kolath » Logged
Steinmarder Offline
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« Reply #25 on: February 15, 2008, 01:04:33 pm »

the only thing that comes to my mind, espacilly regarding the hill is that you dont have to put troops there at all if you control tha flanks, because u can only capture it over the flanks, sectorwhise.

i think most ppl dont realize that. but im not sure if this is true for both sides, as i allways started from the right side when i played ardenne, i think


but afaik the map is fine, work on your next one Smiley
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Klagt nicht, kämpft!
fldash Offline
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« Reply #26 on: February 15, 2008, 01:09:29 pm »

I think sector layouts like RTC work the best.  A front-line type of system, althought RTC couldn't probably benefit from either having narrower sectors or perhaps 4 across instead of 2.  Rectangular sector areas work well IMO.
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Unkn0wn Offline
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« Reply #27 on: February 23, 2008, 10:38:31 am »

Sector wise, you should also consider trying out a sector design simular to that of Westfalen. Have the majority of the sectors resolve around the hill and certain key areas and put little to no sectors on the flank areas. (Aka plain forest areas)

Supply lines just doesn't work on 'smaller' maps (2vs2/3vs3) imho and so I'd reserve that sector system for the large & extra larger maps.
(Like French Countryside)


I think I'll write up a 'guide' on sector design soon, featuring all kinds of sector designs user can & should consider for their maps.
(Traditional, Frontline, Centered, Supply Lines, etc Smiley)

I miss the objective based sector system though.
(And while supply lines tries to revive the concept, it just doesn't work out as well.)
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Kolath Offline
Commander, 2nd Infantry Division
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« Reply #28 on: February 23, 2008, 11:28:55 am »

That' a good idea.  I'll see if I can get on that this weekend sometime.  Currently the new comp (Quadcore FTW! is being stress tested and overclocked.  So no CoH on it yet.)
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Unkn0wn Offline
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« Reply #29 on: February 23, 2008, 11:32:25 am »

Nice.
No Quadcore for me but I'm about to upgrade to a Geforce 9600GT Smiley
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Kolath Offline
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Posts: 2382



« Reply #30 on: March 03, 2008, 08:33:57 pm »

Okay folks.  Since Unk0wn is yelling at me to finalize this map, I need your help designing an MCP-compatible sector layout.  I'm having a lot of trouble because the map is very big and it was designed for the objective map layout.  I think it also might work for a 4v4.

Below is the map overview with the 10 sectors that are a must (3 spawn sectors for each team, 4 key points).  Please submit candidates with the rest filled in.  For reference, you can see the current layout below it.  As you can see 25 is way too many I think and it doesn't even fill the map.

So go go gadget MS Paint (Or photoshop) and have your chance to design the new sector layout!

[attachment deleted by admin]
« Last Edit: March 03, 2008, 08:46:26 pm by Kolath » Logged
fldash Offline
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« Reply #31 on: March 03, 2008, 08:49:44 pm »

I love this map, please fix it! Wink
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Ucross Offline
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« Reply #32 on: March 03, 2008, 08:57:37 pm »

Yeah, make it 4v4 Smiley

As for sectors, I think the best is to make em small enough so they aren't strategically too huge if you own a certain few.  Then make sure they are not too small so that they are so many it's annoying.

Remember 4v4s can be played in a 2v2,3v3, or 4v4.
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Lolto Offline
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« Reply #33 on: March 03, 2008, 09:38:51 pm »

You can do what I did for Bastion and make it blocky, but for the objectives make them 2-3 sectors any design of your choice, the blocky sectors surrounding the area would make for an excellent front line system but mean that controlling the objective areas essential for a victory.
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DBSights3 Offline
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Posts: 87


« Reply #34 on: March 03, 2008, 10:01:12 pm »

Meh, try this maybe.  The symetrical around the sides so that any side attacking there has equal chance to win.  I added another double sector to make it so that the defenders would get 2 center green zones and could always fortify the one closer to the enemy.  This gives them the territory advantage in the early game. the orange sectors are the important ones to hold so that the rest of the map is accessible.



[attachment deleted by admin]
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Time will tell. Sooner or later, Time will tell.
BradAnderson Offline
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« Reply #35 on: March 04, 2008, 06:10:57 am »

most likley would work as a 4v4 but as we all know 4v4's are played very rarley witch would be such a waste for a high quality map like this 2 be wasted
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Unkn0wn Offline
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« Reply #36 on: March 04, 2008, 06:12:59 am »

It's fine as 6p.

Wish we could get the objective based map system to work again, then you wouldn't have any issues with sector layout Sad.
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Steinmarder Offline
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Posts: 404


« Reply #37 on: March 05, 2008, 05:50:34 am »

just ask yourself where you want the fight to be

there you connect the sectors in a matter that you can barely cap behind the lines without taking the sector where you want the fight to be

problem solved, tense fighting ahead

(you can have a 8p map with 7 sectors, it works fine if just placed right. Makes no difference to fe 11 sectors (personally i like having odd sector numbers. it creates a little pressure to take the 1 central sector the whole time because you dont get an "even" situation on the battlefield, regarding popcap))
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Kolath Offline
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« Reply #38 on: March 09, 2008, 11:49:25 am »

New version.  Compatible with OCP.  http://forums.europeinruins.com/index.php/topic,2063.0.html

See first post.  Map database updated accordingly.
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fldash Offline
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« Reply #39 on: March 09, 2008, 12:03:22 pm »

Can you post a screenshot in the first post of which parts of the map are capturable sectors?
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