Warbirds2
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« on: September 28, 2007, 01:00:15 pm » |
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http://i146.photobucket.com/albums/r247/GruntyGoodness/6p_Riverside_mm.jpg(Old Overhead v3)  (New Overhead v3) All the flaky looking areas are just areas with one of the muddy tiles. Don't worry, it's not as bad as it looks, and it won't (or at least shouldn't) be noticeable at all. Please Comment. Sector maps here too; in attachments. Change Log (kind of): -Farm at spawn 3 -Stream in middle now filled with water; un-fordable -Two bridges at beginning and end of stream for crossings, will add another if needed -One cliff deleted; some cliffs are finished with adding boulders -Small gully added to the northeast side of river Probably a few things I've missed, but comment on possible balance concerns. [attachment deleted by admin]
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« Last Edit: February 23, 2008, 08:28:35 pm by Warbirds2 »
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Warbirds2
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« Reply #1 on: September 29, 2007, 12:25:55 am » |
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New overhead, please comment with suggestions and tips.
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Kolath

Commander, 2nd Infantry Division
 Posts: 2382
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« Reply #2 on: September 30, 2007, 08:05:35 am » |
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Where are start locations?
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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!
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Unkn0wn

No longer retired
 Posts: 18379
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« Reply #3 on: September 30, 2007, 08:07:08 am » |
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Screenshots!
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Warbirds2
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« Reply #4 on: October 01, 2007, 02:01:12 pm » |
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I deleted my last post to prevent spammage. Anyway, I've gotten a new overhead, and the reason I didn't get one out yesterday is because I thought I had enough time to save one and upload it before I went to get OF. Well, I have OF now, and I really like it. Well, here's the promised overhead, complete with spawn markings. 1-3 Allies, 4-6 Axis. http://i146.photobucket.com/albums/r247/GruntyGoodness/RiversideBrawlv2Overhead3.pngPlease Comment.
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Kolath

Commander, 2nd Infantry Division
 Posts: 2382
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« Reply #5 on: October 01, 2007, 03:38:54 pm » |
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Looking good. The bridge chokepoints will be a problem. I would recommend adding at least one indestructable bridge (created by making a land bridge and then putting walls along the side). Also consider making an area that is shallow enough to ford. It looks cool, but if the bridges are destroyed the map will be a stalemate/meatgrinder just like Lyon or Vire River Valley.
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Warbirds2
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« Reply #6 on: October 01, 2007, 04:09:07 pm » |
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You can cross the river between the bridges where the dried up riverbed is.
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Warbirds2
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« Reply #7 on: October 02, 2007, 09:47:28 pm » |
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Updated with a new overhead and 9-10 normal pictures!
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acker
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« Reply #8 on: October 02, 2007, 10:53:58 pm » |
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Interesting. Very interesting. I have an idea: If you eliminate all but one destructible bridge but make most of the river fordable, the map will play out like Nijmegen Crossing. http://en.wikipedia.org/wiki/Operation_Market_Garden#Nijmegen_2Expand the beach a little, add a couple destroyed wooden boats, and presto! A map for Operation Market Garden. Unless they already have that map in OF.
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Warbirds2
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« Reply #9 on: October 03, 2007, 08:21:37 pm » |
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Hmm, I may need more opinions about that. Also, how much more forestry should I add? I can't decide.
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Warbirds2
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« Reply #10 on: October 03, 2007, 10:59:34 pm » |
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New overhead.
Changes include:
-Entire River Fordable -Base Accoutrements -More Forests -New Outpost -Added Horizon Mesh
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« Last Edit: October 03, 2007, 11:05:43 pm by Warbirds2 »
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Nevyen

Honoured Member
 Posts: 2365
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« Reply #11 on: October 03, 2007, 11:11:43 pm » |
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Theres a question how do you add a horizon mesh  ?
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Warbirds2
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« Reply #12 on: October 04, 2007, 04:25:14 am » |
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Terrain Properties.
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Kolath

Commander, 2nd Infantry Division
 Posts: 2382
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« Reply #13 on: October 04, 2007, 04:59:07 am » |
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Terrain Properties.
You can also play with the height in terrain properties to get the right position for the horizon mesh. You can go negative numbers as well. If you want total control over the mesh, you can also add it as a visual only object and then move it precisely. The meshes are located under the visuals tree of the object section. But if you do that, be sure to add it to a layer and lock it, so you don't accidently select it all the time. The easiest thing is just to use the terrain properties menu to select it.
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« Last Edit: October 04, 2007, 05:00:38 am by Kolath »
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Warbirds2
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« Reply #14 on: October 04, 2007, 03:19:03 pm » |
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So in that long post you didn't even bother to comment on my map? 
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Kolath

Commander, 2nd Infantry Division
 Posts: 2382
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« Reply #15 on: October 04, 2007, 04:38:40 pm » |
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So in that long post you didn't even bother to comment on my map?  It looks great! I look forward to being able to try out EiR:OF on it. One suggestion, it would be easier for those browsing the forums if you attached the jpegs to your post rather than having a bunch of links that we have to open in new tabs/windows.
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Warbirds2
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« Reply #16 on: October 04, 2007, 05:06:33 pm » |
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Well that would make my post really really really long. Reallllllllly long.
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Unkn0wn

No longer retired
 Posts: 18379
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« Reply #17 on: October 05, 2007, 09:04:46 am » |
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Don't post shitloads of screenshots then. Take a bunch, select the pretty ones that represent the current state of the map and post those up. (Max should be around 5)
Be sure to have a map overview as one of them.
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Warbirds2
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« Reply #18 on: October 05, 2007, 10:24:10 am » |
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Right, well I shortened it to the 3 pics I like the best plus the overhead. No one wants to give me any suggestions for the new styles of play we're going to incorporate soon? How sad. 
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Unkn0wn

No longer retired
 Posts: 18379
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« Reply #19 on: October 05, 2007, 01:51:13 pm » |
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Hard to tell how British and PE are going to play out in EiR at this point to be honest.
We're still in the process of designing and optimising doctrine & unit price lists.
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