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Author Topic: [BETA] 6p_Riverside  (Read 22296 times)
0 Members and 3 Guests are viewing this topic.
Sypher21 Offline
EIR Regular
Posts: 27


« Reply #40 on: November 05, 2007, 11:12:56 am »

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!
Warbirds2 Offline
EIR Veteran
Posts: 422


« Reply #41 on: November 05, 2007, 11:57:10 am »

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.  Smiley
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #42 on: November 05, 2007, 02:34:43 pm »

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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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
Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #43 on: November 05, 2007, 05:07:36 pm »

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 Offline
EIR Veteran
Posts: 422


« Reply #44 on: November 05, 2007, 05:56:06 pm »

The map plays just fine for me until the AI spams units and locks them into the hedges.
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Warbirds2 Offline
EIR Veteran
Posts: 422


« Reply #45 on: November 07, 2007, 01:06:59 pm »

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 Offline
EIR Veteran
Posts: 96


« Reply #46 on: November 07, 2007, 03:07:10 pm »

liked the map man, dunno bout pantherturms tho
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Warbirds2 Offline
EIR Veteran
Posts: 422


« Reply #47 on: November 07, 2007, 03:58:29 pm »

Well I put the Pantherturms in places that wouldn't really be attacked in for a reason.  Tongue
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Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #48 on: December 23, 2007, 06:09:04 pm »

Yarr, an epic nis.

http://www.youtube.com/watch?v=rNzx_yxvLJg
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Warbirds2 Offline
EIR Veteran
Posts: 422


« Reply #49 on: December 23, 2007, 06:19:19 pm »

New Update after putting this off for awhile.

I'll compile a list of changes/additions/wtfever at a later time.

[attachment deleted by admin]
« Last Edit: December 23, 2007, 06:21:35 pm by Warbirds2 » Logged
Warbirds2 Offline
EIR Veteran
Posts: 422


« Reply #50 on: January 09, 2008, 10:01:04 pm »

Updated, slightly.

http://i146.photobucket.com/albums/r247/GruntyGoodness/RiversideOverhead14.png

Change 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.
« Last Edit: January 09, 2008, 10:04:49 pm by Warbirds2 » Logged
Unkn0wn Offline
No longer retired
*
Posts: 18378


« Reply #51 on: January 10, 2008, 04:37:54 am »

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 Offline
EIR Veteran
Posts: 422


« Reply #52 on: January 10, 2008, 05:33:43 am »

Well, yes, you may have noticed the topic title now says 6p_Riverside.  Smiley

But yes, it is named properly.
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Warbirds2 Offline
EIR Veteran
Posts: 422


« Reply #53 on: January 21, 2008, 06:31:27 pm »

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.   Smiley

And could one of you moderators please clean up this thread?  Thanks.  Smiley

[attachment deleted by admin]
« Last Edit: January 21, 2008, 06:33:40 pm by Warbirds2 » Logged
Warbirds2 Offline
EIR Veteran
Posts: 422


« Reply #54 on: February 23, 2008, 08:31:28 pm »

Update, see OP.  Ucross/Akranads/Moderator please clean the thread up.

Comment on possible balance issues.
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Bonte Offline
EIR Veteran
Posts: 1234


« Reply #55 on: February 23, 2008, 08:35:44 pm »

are they bridges invulnerable?

there are only 2..

skunker is that NIs show at the beginning of the map?
« Last Edit: February 23, 2008, 08:37:51 pm by Bonte » Logged

I'm too candid to hide something like that. Smiley
Candid - frank; outspoken; open and sincere: a candid critic

You must really think im an idoit.
Warbirds Offline
EIR Veteran
Posts: 673


« Reply #56 on: February 23, 2008, 08:40:16 pm »

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 Offline
EIR Veteran
Posts: 1234


« Reply #57 on: February 23, 2008, 09:25:19 pm »

this map is auto fail...
-Replaced Chateau(spelling?) With Two Houses

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GammaCommander Offline
EIR Veteran
Posts: 651


« Reply #58 on: February 23, 2008, 09:52:08 pm »

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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AirborneCommander - Blank
DeltaCommander - Blank
ThetaCommander - Axis Defensive
GammaCommander - Allied Armor

http://snarkersville.myminicity.com/tra

http://snarkersville.myminicity.comhttp://snarkersville.myminicity.com/ind
Warbirds Offline
EIR Veteran
Posts: 673


« Reply #59 on: February 24, 2008, 08:46:35 am »

Yeah, I was thinking of merging the sectors to 15 a side, instead of 20.
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