Sypher21
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« Reply #40 on: November 05, 2007, 11:12:56 am » |
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The map is very nice, I enjoyed it. Although I do have some thoughts.
Starting with the hedgegrows at the beginning of the map. They're too.. plain. Nothing interesting about them and they sorta feel out of place. The forests look nice, so do the bunkers. Especially like the vehicle depots ( the neutral vehicles there give you experience points if you defeat them o.O ).
I don't know if it's intended, but this just made me laugh;
[attachment deleted by admin]
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--- Arrgh my nipples they HURT! THEY HURT WHEN I TWIST THEM!
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Warbirds2
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« Reply #41 on: November 05, 2007, 11:57:10 am » |
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Thanks for the comments, guys. @ Sypher: I added the hedgerows for a few reasons. 1. To fill up the space that was absent, there were all open areas until the hedges were put down. 2. To stem up spawn camping. It'll make it harder for the enemy to get right into your spawn when they're fiddling with hedgerows. 3. Lack of ideas to put in place of the hedgerows. Hope that helps. 
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DasNoob
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« Reply #42 on: November 05, 2007, 02:34:43 pm » |
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you might try funneling troops into impassable valleys. I really love the shallow valley with the bridge in it, maybe you could do something where once you enter a valley you are stuck running around in it while there are bridges going over the top of you... I agree that the bases look great.
Also, maybe try some of the new impassable pine forest?
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DISASTER AVERTED... IM A MOTHER FUCKING GENIUS! You have DasNoob who uses the mod as COHTV
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Wraith547

15th Panzer Division
EIR Veteran Posts: 593
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« Reply #43 on: November 05, 2007, 05:07:36 pm » |
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So I looked into the performance issues that have been cropping up. I would suggest you use the advanced tab option statgraph. Look at the red thing that says render. For a six player map it really needs to be kept around 250. I was looking around Sword Beach and jesus tap dancing christ I am WAY over in most of the areas. I am currently going back and optimizing areas by taking out things that don't absolutely have to be there. Kinda sucks having to undo alot of hard work, but I already am seeing marked improvement in framerate etc. Just a thought I would pass along, you might be shocked how over budget you are http://wiki.relicrank.com/index.php?title=Render_Call_Check
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Warbirds2
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« Reply #44 on: November 05, 2007, 05:56:06 pm » |
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The map plays just fine for me until the AI spams units and locks them into the hedges.
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Warbirds2
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« Reply #45 on: November 07, 2007, 01:06:59 pm » |
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New Overhead, New Build. Changes Include: -Fixed the problem with certain trenches getting your units stuck. -Pantherturms Added into certain trench systems. -Some roads have are lowered with rises on each side. -Hedgerows removed in certain areas for this version of the map to solve the limited base building space. THEY WILL BE PUT BACK IN THE EIR VERSION. I'm sure there's at least one more thing I forgot to mention in my changes, but oh well. New DL Link: http://rapidshare.com/files/68127674/Riverside_Brawl_OF_v2.zip.html Will edit OP to include this link.
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The_Saint
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« Reply #46 on: November 07, 2007, 03:07:10 pm » |
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liked the map man, dunno bout pantherturms tho
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Warbirds2
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« Reply #47 on: November 07, 2007, 03:58:29 pm » |
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Well I put the Pantherturms in places that wouldn't really be attacked in for a reason. 
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Skunker

Koenigstiger Panzerfuehrer
EIR Veteran Posts: 993
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« Reply #48 on: December 23, 2007, 06:09:04 pm » |
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Warbirds2
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« Reply #49 on: December 23, 2007, 06:19:19 pm » |
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New Update after putting this off for awhile.
I'll compile a list of changes/additions/wtfever at a later time.
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« Last Edit: December 23, 2007, 06:21:35 pm by Warbirds2 »
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Warbirds2
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« Reply #50 on: January 09, 2008, 10:01:04 pm » |
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Updated, slightly. http://i146.photobucket.com/albums/r247/GruntyGoodness/RiversideOverhead14.pngChange Log: -Height Map Edits -Cliff Formations Reduced In Some Areas -More Forests Added -Replaced Chateau(spelling?) With Two Houses -Slight Road Changes -Tile Addition (Grass_Tall_02) -Boulders -Grass On Forests To Accentuate Detail That should be it... Unless I'm forgetting something. EDIT: I forgot, renamed the map to just Riverside.
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« Last Edit: January 09, 2008, 10:04:49 pm by Warbirds2 »
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Unkn0wn

No longer retired
 Posts: 18379
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« Reply #51 on: January 10, 2008, 04:37:54 am » |
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Make it 6p_Riverside. I'll see if it can be added to the .module with the next batch of maps.
Note that this would be for testing purposes only and maps on the .module file can be taken off.
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Warbirds2
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« Reply #52 on: January 10, 2008, 05:33:43 am » |
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Well, yes, you may have noticed the topic title now says 6p_Riverside.  But yes, it is named properly.
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Warbirds2
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« Reply #53 on: January 21, 2008, 06:31:27 pm » |
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Update! Changes Include: -Boulders added to the cliffs for realism and aesthetics. -Trees removed from northern end to re-do them. -Re-tiled northern area, and touched up on the existing southern parts. -Covered up most of the map with mostly 3-4 tiles. -Sectors balanced out, 20 on each side of the river, connected by the two bridges. -2 Trenches added, 3 tank pits. -Hill on northern side now fortified, with: --4 Bunkers --1 Mortar Bunker -Pantherturm added on southern trench near middle to balance out the mortar bunker. -Bomber and escort wrecks added to the southwest corner of the map. Need to detail the area. As always, please comment.  And could one of you moderators please clean up this thread? Thanks.  [attachment deleted by admin]
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« Last Edit: January 21, 2008, 06:33:40 pm by Warbirds2 »
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Warbirds2
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« Reply #54 on: February 23, 2008, 08:31:28 pm » |
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Update, see OP. Ucross/Akranads/Moderator please clean the thread up.
Comment on possible balance issues.
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Bonte
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« Reply #55 on: February 23, 2008, 08:35:44 pm » |
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are they bridges invulnerable?
there are only 2..
skunker is that NIs show at the beginning of the map?
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« Last Edit: February 23, 2008, 08:37:51 pm by Bonte »
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I'm too candid to hide something like that.  Candid - frank; outspoken; open and sincere: a candid critic You must really think im an idoit.
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Warbirds
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« Reply #56 on: February 23, 2008, 08:40:16 pm » |
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I don't know however many times I've said it, but the entire river is crossable. The stream on the north side of the map, however, is not, and needs the bridges.
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Bonte
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« Reply #57 on: February 23, 2008, 09:25:19 pm » |
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this map is auto fail... -Replaced Chateau(spelling?) With Two Houses
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GammaCommander
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« Reply #58 on: February 23, 2008, 09:52:08 pm » |
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You should merge some of the sectors. Other than that, it looks like a fantastic map as long as the entire river is crossable. The bridges should provide green cover to give incentive to risk using them.
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Warbirds
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« Reply #59 on: February 24, 2008, 08:46:35 am » |
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Yeah, I was thinking of merging the sectors to 15 a side, instead of 20.
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