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Author Topic: [FINAL] 8p_Sword Beach ***UPDATED 3/12/08***  (Read 23878 times)
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« on: September 30, 2007, 06:06:28 pm »

***Update 3/12/08***

New version, drastically upgraded

The map is now an Eight player, but I would still recommend it be used for six. Numerous upgrades responding to community imput.

***Final and Usable in EIR***
http://files.filefront.com/6p+sword+beachsga/;9805389;/fileinfo.html

Important: Fixed Version 3/12/08
« Last Edit: March 12, 2008, 01:12:22 pm by Wraith547 » Logged
Warbirds2 Offline
EIR Veteran
Posts: 422


« Reply #1 on: September 30, 2007, 06:23:52 pm »

The printscreen button works wonders.  If that doesn't work then you can download a screen cap program and assign a key to it.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #2 on: October 01, 2007, 04:43:28 am »

As warbirds said, printscreen should do the trick (then paste into paint of photoshop).  Otherwise, I recommend FastStone Capture (http://www.faststone.org/FSCaptureDetail.htm).  It is a screen cap program that is fairly simple once you configure it.  Good luck!
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #3 on: October 01, 2007, 09:44:14 am »

Keep in mind Sword beach was just a small stroke of beach, a small bunker and a lot of houses/village Wink.
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #4 on: October 01, 2007, 05:19:52 pm »

Here is a overhead of the rough outline of the map. The brit flags represent starting points, the German flags represent strategic points.

The closest to the brits is an 81MM bunker. I decided to use it and a Pantherterm, but both are destroyed, which means that they will need to be repaired before they can be used. I figure with EIRs really long repair times they wont come in use until really late game, and the fighting should be well out of reach of either, but they do provide great objectives

Also keep in mind this is taken from such a height that textures are not visible on my rig, so yes, there is sand down there somewhere

[attachment deleted by admin]
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Warbirds2 Offline
EIR Veteran
Posts: 422


« Reply #5 on: October 01, 2007, 06:09:21 pm »

File > Save Overhead Map.

Nice so far, but I think that the bunker and Pantherturm should be taken out, regardless of needing to repair it.
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #6 on: October 02, 2007, 09:04:45 pm »

Couple of updated screenshots, this is slow going.

By far the largest map I have done and considering how slow I work it should be in beta right about the time EIR comes back.

Causeway is done as is the approach, the beach itself is 90%, and all the buildings have been layed out.

I think I will be finishing up blocking next (ie hedges) and saving the town proper for last.

[attachment deleted by admin]
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #7 on: October 08, 2007, 09:06:33 am »

Been really really busy as of late, but I have made some progress on the map.

I am pretty much sitting down and working for 30 minutes at a time and completely finishing small chunks of the map. complete with splat work.

I figured an updated overhead was in order

[attachment deleted by admin]
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Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #8 on: October 08, 2007, 05:19:47 pm »

Coming along nicely. Your layout very much reminds me of Close Combat, as does the overhead shot.
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Bonte Offline
EIR Veteran
Posts: 1234


« Reply #9 on: October 08, 2007, 06:47:28 pm »

Map looks nice...i was gonna post a pic of my beta scripted map with objectives but with OF im gonna have to redo it mostlikely....right now i have

*supply drop if an airborne player captures church
*105 offmap if player with rangers caps church.
*blitzkrieg for axis with grendiers capturing the church.

im working on fixing it but right now the only way i can code it to be different for diff doctrines is to have the script look for units on the map and give the bonuses based on units....so it wont work if ur airborne but dont have airborne troops on the field...or axis but dont have grendiers...im working on it...i dont like code very much lol
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #10 on: October 08, 2007, 08:33:55 pm »

Map looks nice...i was gonna post a pic of my beta scripted map with objectives but with OF im gonna have to redo it mostlikely....right now i have

*supply drop if an airborne player captures church
*105 offmap if player with rangers caps church.
*blitzkrieg for axis with grendiers capturing the church.

im working on fixing it but right now the only way i can code it to be different for diff doctrines is to have the script look for units on the map and give the bonuses based on units....so it wont work if ur airborne but dont have airborne troops on the field...or axis but dont have grendiers...im working on it...i dont like code very much lol

Cool!  Keep us posted on whether you can get something like that to work!  Some nice scripted objective maps would be great for EiR.
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Bonte Offline
EIR Veteran
Posts: 1234


« Reply #11 on: October 08, 2007, 09:01:18 pm »

sadly im going to have to start all over...OF curropted all of my coh files so i had to delete it all and restart...i just hope i still have the pipeline Sad relic said the only way was to completely wipe and it worked but sort of pisses me off....

i used to script for call of duty but to tell the truth im horibble at making code up..i open up old maps, files, missions, and copy code snipets into my master cut and paste code lol....i remember my 200 shot fully auto shotgun with 400 yard range from cod2 lol...not to mention the bullet skin for the shot gun was panzershrek rounds....lol...right now im trying to sort out giving units bonuses based on objectives with out ruining the EiR reporting.....its really frustrating...
« Last Edit: October 08, 2007, 09:04:22 pm by Bonte » Logged
SickDevildog Offline
Lost In The Sauce
EIR Regular
Posts: 26


« Reply #12 on: October 09, 2007, 12:01:44 am »

That sux, I started my map over aswell if thats of any comfort  Angry

How deep did you make the water for thr troops to be able to wade through it?
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #13 on: October 10, 2007, 02:26:01 pm »

Updated Overhead, map is about 2/3 complete.

I'll do angled shots one day I swear.

The water around the causeway IS shallow enough to wade. As far as the 81MM bunker goes, I think it is going to stay, and I may place a second one that is more accessible to the Axis side. This map is large enough that I really sometimes lose track of scale. Once I started playing around with it in skirmish I have found its really pretty balanced. It should only really come into play if the game drags on and the axis are successfully holding down the town. It should help break stalemates, but it only reaches about 1/3 of the town.

Once EIR starts back up I will be curious to see if this map could possibly work as a 4v4 also.

[attachment deleted by admin]
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #14 on: October 10, 2007, 03:44:28 pm »

you said there was sand, but it didn't render at that height. zoom in a bit so we can see what is sand Smiley
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #15 on: October 10, 2007, 07:20:16 pm »

Are you going to put in Higgins boats by the sea?
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #16 on: October 10, 2007, 09:39:07 pm »

Post the damn map so I can play it in a skirmish!
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #17 on: October 14, 2007, 06:08:52 pm »

Updated, alpha 1 released
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #18 on: October 16, 2007, 05:10:18 pm »

Updated

See original post.

Really would appreciate some feedback Smiley
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #19 on: October 16, 2007, 07:26:27 pm »

So far I like it, i've been playing rounds on it so i'll have more feedback soon.  Maybe the beach needs more obstacles and wire?  I know it's an alpha but so far the feel is good.  More detail etc., and maybe give the hight map a look with the different causeways feeding off of the beach.  they should have a slight ditch feel.
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