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[BETA] 6p_Riverside
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Topic: [BETA] 6p_Riverside (Read 22598 times)
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Warbirds2
EIR Veteran
Posts: 422
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #20 on:
October 10, 2007, 07:34:02 pm »
Updated.
Overhead #7 Includes the following changes:
-Added splines to make the roads more realistic
-Atmosphere added (changed light, etc.)
-Slightly adjusted height-maps
-Decided to not use the Strategic Territorial System, instead will be using the Front Line Method to balance out for British static defense lines
I want you guys to also look at the link right after the latest overhead, I want your opinions on it.
«
Last Edit: October 10, 2007, 07:35:56 pm by Warbirds2
»
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DasNoob
EIR Veteran
Posts: 3430
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #21 on:
October 10, 2007, 10:24:40 pm »
no more trees, they are overrated. maybe just try some random scrub brush in those areas or some random heavy cover for exposed troops. Looks good so far, except I hate night or "twilight" atmosphere.
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
Warbirds2
EIR Veteran
Posts: 422
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #22 on:
October 11, 2007, 04:06:30 am »
I assume you never go outside in the nighttime? It is personally my favorite time of day.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #23 on:
October 11, 2007, 05:23:59 am »
Are you gothic?
You can have multiple atmospheres in OF.
Logged
Warbirds2
EIR Veteran
Posts: 422
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #24 on:
October 11, 2007, 02:53:56 pm »
Then tell me how to do it? And no, I am not gothic. Or emo. I simply like the night better than day. Sunlight burns you, after all.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #25 on:
October 11, 2007, 03:05:52 pm »
I wish I knew how
.
Just telling you that with OF it's possible.
Logged
DeadlyShoe
EIR Veteran
Posts: 470
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #26 on:
October 13, 2007, 03:34:26 am »
Fordable river? I like it.
Logged
This may be the most offensive thing I've read. At least, today.
Warbirds2
EIR Veteran
Posts: 422
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #27 on:
October 13, 2007, 11:48:47 am »
New Overhead.
Changes Include:
-Hedgerows. Lots of Hedgerows.
-Continued Height Map Editing
-Territory Points Beginning To Be Mapped Out
Please include comments, especially where you all think the sectors should be.
Logged
Warbirds2
EIR Veteran
Posts: 422
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #28 on:
October 16, 2007, 09:56:00 pm »
New Update:
-Two Areas Deforested
-Trench Systems Built In Defensive Positions Around The Bases
-Hedgerow Decals Added
-Territory Sectors Put On Hold
-Forests Will Be Replaced In Both Areas, Thinner Layouts
-Considering Adding Big Entrenchment With Pantheryurms On Right Side of Map
Comments, of course, will be accepted.
Logged
DasNoob
EIR Veteran
Posts: 3430
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #29 on:
October 16, 2007, 10:47:21 pm »
I can't comment if i can't download to skirmish. And I love night too... just not in a video game where i can't see what's around.
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Warbirds2
EIR Veteran
Posts: 422
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #30 on:
October 28, 2007, 11:26:28 pm »
New Update:
-Completely redone trenches
-Atmosphere Change
-Northern Base Reforested
-New Cliff Added
-Slight Height Changes
-Added Splats & Splines
-11 High Detail Screenshots
Enjoy, and, as always, leave a comment/suggestion.
Logged
DasNoob
EIR Veteran
Posts: 3430
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #31 on:
October 29, 2007, 12:24:19 am »
How can one "enjoy" it if one cannot test-play it?
Gives us a chance to skirmish it for the love of god... screens can only tell you so much.
Logged
Warbirds2
EIR Veteran
Posts: 422
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #32 on:
October 29, 2007, 12:47:26 am »
I meant enjoy the screenshots.
And I have to rework the territory sectors because somehow they fucked up last time I loaded the map.
Logged
DasNoob
EIR Veteran
Posts: 3430
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #33 on:
October 29, 2007, 01:34:38 am »
It looks like it will be a good, all out, 6 way blood bath. And I like the addition of the morter bunkers. Maybe a pantherturin too?
Logged
Warbirds2
EIR Veteran
Posts: 422
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #34 on:
October 29, 2007, 04:19:15 am »
I was thinking of putting in Pantherturms, but I thought they would make it unbalanced and extremely hard to cap the areas they're in. If other people think I should put them in, then by all means, I'll work them in.
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Warbirds2
EIR Veteran
Posts: 422
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #35 on:
November 02, 2007, 01:03:57 pm »
I have made the map into a beta.
http://rapidshare.com/files/66992477/Riverside_Brawl_v2.zip.html
Notes:
-Re-forested forests
-Re-tiled Forests
-Sectors finished, may need tweaking
Known Issues:
-Splat fuck-ups (they randomly appear in wrong places)
-Pathfinding in trenches (gonna have to babysit your troops into some of them)
-Hedgerows constrict base-building
-SGA won't show up in the map list for some reason, so all I can give you guys is the SGB. It goes in this path: C:\Program Files\THQ\Company of Heroes\WW2\Data\Scenarios\MP
That's about it. I'll also say that this map is extremely fast paced on the normal OF version since FU and MU get up to high levels quickly. The FU and MU points would normally be absent, but I'm sure you want to test all the units on this map, instead of light vehicles and infantry hordes. I haven't tested the map with Werhmacht or British yet, so I'll let you guys do that since I don't have the time.
Since this version of the map was made for vOF (fuel and munitions points, base-building), it'll probably play out much differently in EiR.
As always, comment away. Constructive only, no flaming, please.
«
Last Edit: November 02, 2007, 01:06:26 pm by Warbirds2
»
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DasNoob
EIR Veteran
Posts: 3430
Re: [BETA] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #36 on:
November 04, 2007, 11:20:42 pm »
The map should be a blood bath. Some of the cliffs need some work, but over all it looks fun! I played one skirmish on it so far and the game play got progressively worse and then it finally crashed. I'm not sure if it was the map or my computer not being able to handle such a large map.
Logged
Sypher21
EIR Regular
Posts: 27
Re: [WIP] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #37 on:
November 04, 2007, 11:51:46 pm »
EDIT: Nevermind, got it working alright. Need to learn to google before asking.
«
Last Edit: November 04, 2007, 11:57:41 pm by Sypher21
»
Logged
---
Arrgh my nipples they HURT! THEY HURT WHEN I TWIST THEM!
Wraith547
15th Panzer Division
EIR Veteran
Posts: 593
Re: [BETA] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #38 on:
November 05, 2007, 12:06:19 am »
Actually DasNoob, I am having the same issue with Sword Beach. For some reason after a few minutes anytime i scroll over the center of the town I get a HUGE framerate drop.
It started right after I patched to 2.103 and I have no earthly idea why. I went back over it and did a bunch of optimization, but to no avail.
Anyone else having this issue, or any suggestions?
Logged
Warbirds2
EIR Veteran
Posts: 422
Re: [BETA] 6p_Riverside_Brawl *Warning - Not For 56k*
«
Reply #39 on:
November 05, 2007, 12:08:04 am »
Quote from: DasNoob on November 04, 2007, 11:20:42 pm
The map should be a blood bath. Some of the cliffs need some work, but over all it looks fun! I played one skirmish on it so far and the game play got progressively worse and then it finally crashed. I'm not sure if it was the map or my computer not being able to handle such a large map.
If you look around the map after the battle ends, or watch a reply or whatever, you'll find that the AI will fuck their own shit up by making most of their army stuck in the hedgerows in their spawn. It's not the map, it's the AI fucking up and not realizing that hedgerows restrict movement.
The first time I played the map (so far only time, still haven't been able to do another test), all the Allies (Americans, not Brits,) went Airborne. The idiots filled up the hedgerows in their spawns with Airborne that they could not (or just plain wouldn't I don't know,) move their stuff out of the way and into battle. I know the issue there is heavily influenced by base building, and should not be an issue on EiR's system of battle.
EDIT:
Quote from: Wraith547 on November 05, 2007, 12:06:19 am
Actually DasNoob, I am having the same issue with Sword Beach. For some reason after a few minutes anytime i scroll over the center of the town I get a HUGE framerate drop.
It started right after I patched to 2.103 and I have no earthly idea why. I went back over it and did a bunch of optimization, but to no avail.
Anyone else having this issue, or any suggestions?
Relic tends to fuck up stuff already working with their patches than they do fix things that actually need to be solved.
«
Last Edit: November 05, 2007, 12:11:14 am by Warbirds2
»
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