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Author Topic: [Final?] 6p_Ardenne Valley  (Read 28123 times)
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #40 on: March 09, 2008, 12:08:52 pm »

yeah.  Also you just broke the website.
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fldash Offline
Founder
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Posts: 9755


« Reply #41 on: March 09, 2008, 12:13:04 pm »

Kolath, needs work, way too many sectors are marked as capturable IMO.  It's going to end up in a capping game since there isn't need for a supply line.  I'd have it, make the capturable sectors a little bigger.  In addition, I got this error about 8 times a second while playing (in the console):

ERROR: trying to blend textures of different dimensions
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #42 on: March 09, 2008, 12:15:22 pm »

Hmm... that's odd. I just played a test game with MADTyphoon and the game worked fine.

Will reduce number of sectors by about 4 or so.
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fldash Offline
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« Reply #43 on: March 09, 2008, 12:15:56 pm »

It works fine, but did you check the console?  That error scrolls A LOT.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #44 on: March 09, 2008, 12:17:43 pm »

No I didn't check the console.  I'll look into it.
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TheDeadlyShoe Offline
Weapon of Math Destruction
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Posts: 1399


« Reply #45 on: March 09, 2008, 12:18:42 pm »

looks good to me
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #46 on: March 09, 2008, 12:22:48 pm »

Looking great Kolath! Although it looks like one side has more sectors than the other? I could just be confused with how the OCP system works but other than that I look forward to playing some matches on it.  Smiley
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #47 on: March 09, 2008, 12:35:53 pm »

It seems the texture error is caused by weather settings.  No error using the other weather mode.  Will revise.

Good guidance, Ucross. Will make it a separate thread.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #48 on: March 09, 2008, 02:16:13 pm »

Updated!  See first post.
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Ucross Offline
Honoured Member
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Posts: 5732


« Reply #49 on: March 09, 2008, 03:41:09 pm »

Looks good Kolath.

Sectors evenly seperated.
3 main objectives.
oddnumber of sectors.

The only thing that might be harsh is that if one side controls 60-70% of the map they may control every objective.  This is one of the theoretical disadvantages of having all of the objectives in a vertical line.  I think it's best to see how it plays out.
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DeadlyShoe Offline
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Posts: 470


« Reply #50 on: March 10, 2008, 01:00:06 pm »

The west side needs a sector in the woods before the hill, IMO.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #51 on: March 10, 2008, 01:12:52 pm »

The west side needs a sector in the woods before the hill, IMO.

Top, middle, or bottom?

Also, since I want to have an odd number of central sectors, where should I put another in or which should I remove?
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DeadlyShoe Offline
EIR Veteran
Posts: 470


« Reply #52 on: March 10, 2008, 01:15:08 pm »

The way it looks right now, the sectors are all one side of the map.

I was thinking of stripping a sector out from the depot and putting it between the west spawn and the hill.  You had one there before. The advantage is that it's a staging area for the hill and so can reasonably expect to have defenders (like the ditch on the east side). 

Alternatively - just a brainstorm that struck me - but you could move the east spawns up a bit so they have longer travel times to the depot. But that might look kinda weird.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #53 on: March 10, 2008, 01:17:59 pm »

Keep the good ideas coming.  To facilitate discussion, here is the sector map again:



Also, I may add a sector by each side's spawn point (or add 2 more spawn points  Wink) to help dilute the effect of MCP.
« Last Edit: March 10, 2008, 01:19:43 pm by Kolath » Logged
Apex Offline
Honoured Member
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Posts: 2971


« Reply #54 on: March 11, 2008, 07:43:15 am »

Got some constructive criticism and ideas for this map. Will post in a couple of days.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #55 on: March 11, 2008, 08:02:36 am »

Move the one to the left of the town up to that Depot area, add one in the bottom left at the farm.

Remove one from the bottom (preferably the bottom right merges into one sector) then add another to the radar station area at the top. This will create a nice frontline area with 2 sectors in the players starting areas. If possible move the  spawn points on the right side down a bit and move the road to match.
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Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #56 on: March 11, 2008, 08:26:25 am »

Do "take" the target work again!? Din not MCP destroy it?
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #57 on: March 11, 2008, 08:51:04 am »

It is the "new" OCP system (read: re-branded objective system).  Yes t works.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #58 on: March 11, 2008, 09:06:51 am »

AmPm, I'm not sure I want the top left construction site to be a sector because it would be very prone to random capping, especially if I move the left spawn points down.

Proposed layout for discussion:  Note I propose adding two spawn points so 4v4 is possible:

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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #59 on: March 11, 2008, 09:10:56 am »

With OCP, larger maps are acceptable again so I don't think 4vs4 is needed.
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