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Author Topic: [Final?] 6p_Ardenne Valley  (Read 28128 times)
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fldash Offline
Founder
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Posts: 9755


« Reply #60 on: March 11, 2008, 09:15:20 am »

It doesn't hurt to allow more spots.  That way the map can be played 3v3 or 4v4.  And small maps are still preferred by the developers because they keep the action fast and fresh.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #61 on: March 11, 2008, 09:23:47 am »

Right, that's the idea.  It will probably be played as a 3v3 most often, but adding the extra spot will give it more flexibility.
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salan
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« Reply #62 on: March 11, 2008, 09:32:39 pm »

this is what i think dash was talking about


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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #63 on: March 11, 2008, 10:59:15 pm »

Updated!



I'll give this a day or two, and then we should finalize!  W00t!  Grin
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Bonte Offline
EIR Veteran
Posts: 1234


« Reply #64 on: March 11, 2008, 11:01:06 pm »

awesome this has always been my favorite map
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Ucross Offline
Honoured Member
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Posts: 5732


« Reply #65 on: March 11, 2008, 11:24:51 pm »

Looks great.  I'm interested in trying it.
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DasNoob Offline
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Posts: 3430



« Reply #66 on: March 11, 2008, 11:25:48 pm »

better.
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Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
CommanderNewbie Offline
EIR Veteran
Posts: 1240


« Reply #67 on: March 12, 2008, 12:02:02 am »

Played part of a game on Ardenne Valley this evening/morning.

Very fun Smiley
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #68 on: March 12, 2008, 02:36:13 am »

You played the other part somewhere else? Tongue
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DeadlyShoe Offline
EIR Veteran
Posts: 470


« Reply #69 on: March 12, 2008, 05:06:06 am »

You can shoot through these trees.

[attachment deleted by admin]
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fldash Offline
Founder
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Posts: 9755


« Reply #70 on: March 12, 2008, 06:50:46 am »

Thanks for your work on this map Kolath.  It's one of my favorites and prior to the changes last night it was very difficult for the left side spawners to attack... We had a new player with us too so he probably thought, 'OMG, EIR SUCKSZ!!!'  Sad  Hopefully not though because he seemed pretty skilled.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #71 on: March 12, 2008, 09:36:21 am »

You can shoot through these trees.

You can shoot through trees in real life so it's umm... a "feature."

j/k I'll fix it tonight. I'll double check other groves.

Is the new location of the right side spawn points better now for attacking?  I revamped that whole entry sector.
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salan
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« Reply #72 on: March 12, 2008, 09:44:36 am »

Thanks for your work on this map Kolath.  It's one of my favorites and prior to the changes last night it was very difficult for the left side spawners to attack... We had a new player with us too so he probably thought, 'OMG, EIR SUCKSZ!!!'  Sad  Hopefully not though because he seemed pretty skilled.

and sorry for the bad game there dash, it was a forgone conclusion when we started, and really we didn't try that hard because of it..


one of the things to note here is also the retreat lines, with all 3 of each side spawning together, anything but the middle of the map runs right through the middle of the map to retreat, people will lose A LOT more infantry on this map then usual.    The only way to fix this would be to stagger each spawn across the edge of the map from right to left.  Ie

  its   XXX now

could make it  X                X                      X

this would make it so the right side X would PROBABLY fight on his side of the map and retreat straight back to his spawn, instead of skirting right through the hill from either its left or its right.....

of course having peoplespawn together makes for stronger attacks, which also with the spreadoutness of this map might be interesting to disuade by pure psychological restructuring into my example.  People don't usually seem to realize they can mass together when their spawns are not directly next to each other, unless they make a conscious choice.

imo the spread out might be better for containing extra losses, and maintaining fighting all over the map at all times, for both sides.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #73 on: March 16, 2008, 04:01:02 pm »

Hmm... that is an interesting point, Salan.  I will look into it when I get back home (Am in NYC til wednesday). 

Are there any other suggestions for changes before I call it a wrap and finalize the map?
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #74 on: March 16, 2008, 07:42:37 pm »

The last match I played on this (4v4 that flipped the war to axis attack), we were shooting through the woods like crazy. Lay down some shot blockers man.

A calliope fired over some woods and my flak wtfpwnzed it xD
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #75 on: March 17, 2008, 12:39:26 am »

Ah yes, good call.  Gotta fix the grove issue.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #76 on: March 21, 2008, 11:04:30 pm »

New version.  Groves should all be fixed.  Let me know if I missed anything.
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puddin Offline
EIR Veteran
Posts: 1701



« Reply #77 on: March 29, 2008, 02:52:56 am »

in a game i had the top, right, and south point capped thats 3 points, they ha hill (both points) and the left point. 

Thats 3 points each, yet we were attacking and still bleeding.... 

So if attackers need to cap 4 points... isn't that a huge imbalence?
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Puddin' spamtm
i cant really blame smokaz i mean playing against puddin is like trying to fight off breast cancer. You might win and do it and be a bad ass but you'll feel sick and mutilated forever.

Puddin' spamtm is soulcrushing... what's hard to understand about that?
Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #78 on: March 29, 2008, 08:14:58 am »

There are 14 sectors.  8 spawn sectors (4 each team) and 6 central sectors.  If you each held 3 central sectors the pop should have been neutral.  Yes, in order to bleed the enemy you have to hold 4 sectors.  Really, you need to capture the hill as attackers.  Whoever holds the hill will probably win unless you are able to encircle and cap the other points.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #79 on: April 02, 2008, 06:17:27 am »

Any objections to making this final?  I'd like to see it in the next map pack.

If you have an outstanding issue or suggestion, please post now or forever hold your peace.
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