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[Beta] 4p_Overlord
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Topic: [Beta] 4p_Overlord (Read 7715 times)
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Steinmarder
EIR Veteran
Posts: 404
[Beta] 4p_Overlord
«
on:
November 15, 2007, 07:51:23 pm »
New Version, many small fixes/changes (landingboats, waves, overworked trenches, paths, textures....)
Also i made a loadingscreen the other day but i dont know how to get it to work
[attachment deleted by admin]
«
Last Edit: November 17, 2007, 07:28:39 pm by Steinmarder
»
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Klagt nicht, kämpft!
DasNoob
EIR Veteran
Posts: 3430
Re: [Beta] 4p_Overlord
«
Reply #1 on:
November 16, 2007, 12:54:51 am »
I got it running.
My first suggestion is to make the beach deeper by about half, this will give a little more assembly area.
As far as the fortifications... arty owns them so if players use their heads, the bunkers aren't much of a problem.
I think the second line of defenses might need some buffing. The computer was able to build a dozer croc and it wiped our my traps pretty nicely. This is going to be a fun map.
Maybe a farm house or two in the middle section with a field, some stone walls.
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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
Unkn0wn
No longer retired
Posts: 18379
Re: [Beta] 4p_Overlord
«
Reply #2 on:
November 20, 2007, 02:21:15 am »
I'll check it out sometime soon.
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Steinmarder
EIR Veteran
Posts: 404
Re: [Beta] 4p_Overlord
«
Reply #3 on:
December 12, 2007, 10:19:22 am »
Overworked the map for EiR, ready for playtesting.
[attachment deleted by admin]
«
Last Edit: January 02, 2008, 01:06:40 pm by Steinmarder
»
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Unkn0wn
No longer retired
Posts: 18379
Re: [Beta] 4p_Overlord
«
Reply #4 on:
December 12, 2007, 10:26:35 am »
Just a reminder.
Maps not on the .module list will still require -dev mode and .sgb.
If there is a true intention to continue working on this map and finalising it, I can get it on the .module list.
You'll then need a 4p_Overlord.sga file.
(And even when you update the map, you should never change the file's name)
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Steinmarder
EIR Veteran
Posts: 404
Re: [Beta] 4p_Overlord
«
Reply #5 on:
December 12, 2007, 10:32:03 am »
I allready followed your instructions and made an .sga with corsix to see if it works, so yeah that
would be great and i'll publish the finalised version as 4p_Overlord.sga mapname 4p_Overlord and so
on, but i still have to work on the loadingscreen n slots before doing that
and this release is in .sgb format again, yes, should work for a playtest with -dev now
«
Last Edit: December 12, 2007, 10:33:46 am by Steinmarder
»
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Unkn0wn
No longer retired
Posts: 18379
Re: [Beta] 4p_Overlord
«
Reply #6 on:
December 12, 2007, 10:34:56 am »
I'll be gathering some mapnames for the next update to the "list" and I'll be sure to add 4p_Overlord.
In the meantime, a playtest with -dev and .sgb files on a 4 player map should not scare that many candidates off
.
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Steinmarder
EIR Veteran
Posts: 404
Re: [Beta] 4p_Overlord
«
Reply #7 on:
December 26, 2007, 03:35:44 pm »
sooo, did someone play a match on my map in the last 2 month its available for downloading?!
I would like to finalize it, but i cant do that as long as noone plays a testmatch on it and gives me
some gameplay concerns or at least a "its fine, build the sga and the pics"
so please, 4 EiR experienced players, gather up and try to take/defend the beachead
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Unkn0wn
No longer retired
Posts: 18379
Re: [Beta] 4p_Overlord
«
Reply #8 on:
December 28, 2007, 08:14:12 am »
If you want, I can get this added to the .module file with the next batch so that people have easier access and will be more likely to try it out.
However, when doing so you'll have to promise me that you'll optimise the map if needed and eventually finalised it
.
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Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: [Beta] 4p_Overlord
«
Reply #9 on:
December 28, 2007, 12:56:27 pm »
The beach looks very cool! Can you get the wave effect from level 1 of vCoH? Also, is there no OOB area?
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Kolath's Quote Commandments:
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Draygon
EIR Veteran
Posts: 1636
Re: [Beta] 4p_Overlord
«
Reply #10 on:
December 29, 2007, 11:02:56 am »
Oh I would love to try defending this map!
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Duckordie
Community Mapper
Posts: 1687
Re: [Beta] 4p_Overlord
«
Reply #11 on:
December 29, 2007, 12:06:40 pm »
Yeah, can we Test some maps?
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^<-- Duck ™ and ©
We need more axis players!:
Steinmarder
EIR Veteran
Posts: 404
Re: [Beta] 4p_Overlord
«
Reply #12 on:
December 30, 2007, 07:27:05 am »
Ok ill try to get the sga with the right pictures for the overview and loading screen ready to go before the 3. of january. Maybe ill even get it ready today but no promises got some other stuff to deal with too.
and yes, there is an oob area kolath, the screenshot with it displayed was removed for better thread overview issues with some others
thanks for the responses i feared the beginning interest for the map died
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Draygon
EIR Veteran
Posts: 1636
Re: [Beta] 4p_Overlord
«
Reply #13 on:
December 31, 2007, 12:17:39 pm »
Map looks great, and should be fun, if not frustrating for some
Love that tanks cant get to certain areas of the map.
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Steinmarder
EIR Veteran
Posts: 404
Re: [Beta] 4p_Overlord
«
Reply #14 on:
January 02, 2008, 12:21:37 pm »
Ok heres the sga version, i hope the pictures are working now. Did everything as it was explained.
There is one cosmetic error im aware of with the road in front of the defenders base wich will be fixed in the next version but i didnt have the time today.
All that remains to be done for now is waiting for the next version of the module file with overlord implemented or just edit your file for testing but make sure you edit it in the same way for the folks eager to test it.
Happy new year everyone
EDIT: rar's removed, filefront link on page2
«
Last Edit: January 02, 2008, 02:28:02 pm by Steinmarder
»
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Unkn0wn
No longer retired
Posts: 18379
Re: [Beta] 4p_Overlord
«
Reply #15 on:
January 02, 2008, 12:25:26 pm »
Why are there 5 .rars...?
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Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: [Beta] 4p_Overlord
«
Reply #16 on:
January 02, 2008, 12:41:12 pm »
Quote from: Unkn0wn on January 02, 2008, 12:25:26 pm
Why are there 5 .rars...?
Because he broke it into parts so it could be uploaded on the website?
However, Steinmarder, in the future I recommend using
www.filefront.com
to host the file as that saves our bandwidth. Also, though most everyone these days can open .rars, it would be most user friendly if you used the .zip format.
Logged
Steinmarder
EIR Veteran
Posts: 404
Re: [Beta] 4p_Overlord
«
Reply #17 on:
January 02, 2008, 02:25:29 pm »
hmk, i overcame my lazyness and had a look at filefront:
http://files.filefront.com/4p+Overlordsga/;9368541
removing the .rar archives from the thread now
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