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Author Topic: [WiP] 4p_Invasion  (Read 8065 times)
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Steinmarder Offline
EIR Veteran
Posts: 404


« on: November 12, 2007, 12:55:21 pm »

Hi everyone, thought i give it a try and make an Invasion map for EiR.

So far i have chosen to include as few as possible objectes/splats/splines etc. to ensure the map
runs fine in the final.

Now i need inspiration how to best fill up the rest and, especially, input how it will work out in EiR /
what i have to think about because i couldnt play an EiR match myself yet.


The actual version is allready playtestable and tweaked for things like tank paths, so if someone wants to check it out i will add a dl link.

Allright now gimme some input folks Smiley
« Last Edit: November 14, 2007, 01:41:39 pm by Steinmarder » Logged

Klagt nicht, kämpft!
Compact Flash Offline
EIR Veteran
Posts: 757


« Reply #1 on: November 12, 2007, 01:18:55 pm »

That looks brilliant!
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Apex Offline
Honoured Member
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Posts: 2971


« Reply #2 on: November 12, 2007, 01:20:37 pm »

Map looks very well made technically. But it will be problematic for eir gameplay. It is too small, and the is only 1 real line of defense, which is the cliffs. You either hold them there, or he breaks through, games might end in stalemates, or will be over quickly after one sudden breakthrough. In EiR where the player with less sectors get vps subtracted, this is not an ideal setup. I would keep this part as something like a first line of defense, and extend the map further land inward, about 3 times as long as it is right now. Then add a 2nd main position which could be a trench system, in the middle of the map, where the majority of the fighting takes place. 3rd and last line could be an axis base with buildings and some bunkers.

Some other small things:
- add another cliff access on the left side of the map.
- more cover on the beaches (tank wrecks), and some corpses for flair
- more battlefield destruction further inland (fires, downed planes, dead cows etc.)
- dont link your thumbs to porn pics
- craters are too much restricted to the beach
- some small trenches between the bunkers and some lone sandbag positions at the exits of the beach entrances
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #3 on: November 12, 2007, 01:29:45 pm »

Allright, hope I wont mess up too much of the cliffs with the stamp now.

Thanks for the responses and the flowers Smiley still have to figure much out in the Worldbuilder
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #4 on: November 12, 2007, 02:05:10 pm »

hummmmm, ppoorrnn..... anyway, nice map looks awesome, but follow apexes suggestions, a few more fall back points would be nice Smiley
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #5 on: November 12, 2007, 02:13:30 pm »

Whats with the porn  Huh i see no porn  Undecided
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #6 on: November 12, 2007, 02:19:58 pm »

it was apex seeing if you were paying attention (i think).
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #7 on: November 12, 2007, 02:26:04 pm »

Very nice, especially if you're pretty new to the worldbuilder. That's amazing, keep it up Smiley.

Also, I think Henry666 already made a map called "invasion" so you might have to rename it.
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #8 on: November 14, 2007, 01:02:26 pm »

Allright i made changes according to the comments, tell me what you think.

Next thing ill work on is the paths again and read me into the shoot blocking via the
movement_blocker_shot_block thing, at the moment its pretty evil with heavy tanks behind the cliffs.

Other eyecandy will be added too, eg at least 1 or 2 downed planes but i think it should be enough
now with the craters. Players will generate many more quickly Smiley

[attachment deleted by admin]
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #9 on: November 14, 2007, 01:06:36 pm »

ah yeah, and its "Overlord" now if invasion is allready taken and overlord still available
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #10 on: November 14, 2007, 01:16:01 pm »

Keep in minde that the Defenders have 2 mins or more to BLOCK off all the bottlenecks!

Will proaply requite them to get 1 engy or goliaht to the way up and blow it free Wink.
If you find a way to prevent mine laying there it woud surely help out, too.
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #11 on: November 14, 2007, 01:17:19 pm »

this map could be good for scar missions, any ideas people?
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #12 on: November 14, 2007, 01:48:51 pm »

hm, i think it shouldnt be a piece of cake to get off the beach but im planning on dividing the sectors in a way that you have an advantage as soon as you have taken the forward cliffrows. So if the defenders want to win they have to keep em at the beach or drive em back there.

For the mines, hows it excactly with mine laying in EiR? In regards of territory
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #13 on: November 14, 2007, 02:31:27 pm »

In evrykinde of territory.
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Apex Offline
Honoured Member
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Posts: 2971


« Reply #14 on: November 14, 2007, 02:32:39 pm »

looking good. too many sandbags imo. scrap some of the sandbags on the lower land levels (center map part) and replace them with trenches. also i think bunkers in the center map part dont fit somehow. and i would extend one of the tree corners to a real forest.
« Last Edit: November 14, 2007, 02:35:17 pm by Apex » Logged
DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #15 on: November 14, 2007, 03:25:17 pm »

instead of the huge concrete bunkers, try some fortified trenches and maybe a few wood duggouts?   

Man i can't wait to start testing this map.  It looks great!

As far as getting off of the beach.... it should be really hard.  I wouldn't worry too much about mines or obstacles... it will force players to plan to "clear the shingle" before they can get in the causeway... very historically accurate.  We'll just have to wait and see how it plays out in an EiR match.
Logged

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 #16 on: November 14, 2007, 03:41:05 pm »

^You say that now Wink

Till you get stuck behind four deep alternating traps and wire
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #17 on: November 14, 2007, 04:19:24 pm »

2 minutes is not enough time for them to be setup if you enter the map from the far end.  You might be able to get a few obstacles up, but not an insane amount. 

After the mine sweepers go in... heavy crushing pershing?
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AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #18 on: November 14, 2007, 06:43:56 pm »

Hmm...you have inspired the AmPm. Not in a direct way but nonetheless, it reminds me of the D-Day Blitzkrieg map....I think a lot of those maps would work well converted into CoH!!!

Something to do!!!
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #19 on: November 14, 2007, 07:55:32 pm »

I love the map with the town and the fields approaching it... we used to play that one a lot.
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