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Author Topic: [Beta] 8p_Führerstadt  (Read 14358 times)
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GORKHALI Offline
EIR Veteran
Posts: 1472



« Reply #20 on: January 03, 2013, 10:31:08 am »

well the size is 480 X40 so 3v3 seems ok but u didn't  pack the sga correctly,...its not gonna work

my question is did u test the map after package?

coz as i see in corsix it is not good,..

example ...

this is how u did ur sga package, and it won't work as it is now, u r missing the scenarios and MP folder pathing, u need to redo the package as below


this is how it should look like ,u r missing the scenarios and MP folder pathing

« Last Edit: January 03, 2013, 10:43:45 am by GORKHALI » Logged

tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #21 on: January 03, 2013, 11:02:02 am »

Pony, you will have to redo your SGA as Gork has posted above. Please ensure you have all the minimum requirements as well as advanced requirements.

Edit: I can't even get it to show up in game
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Quote
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tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #22 on: January 05, 2013, 12:21:32 pm »

I have played most of my recent games on the new maps. I think it's just a small minority who are reluctant to play the new maps.

Also add my map.

Sorry Pony. It did not show up because it has had zero plays.

I mean add it to the maplist.

Pony, there is something wrong with your map, but I do not know what.
If you open your THQ\companyofheroes\europeinruins\Archives folder, you will see the map is there. That means it has been loaded through the launcher

if you open THQ\companyofheroes\europeinruins.module file, you will see it there as well, so that means it should show up.

There must be something wrong with your SGA or how you changed the name.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #23 on: January 05, 2013, 03:42:49 pm »

I can't get it working. My betamap1.sga version works, but if I extract the files from that SGA and then create another SGA it no longer works. It has the exact same files yet somehow it's not working.
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GORKHALI Offline
EIR Veteran
Posts: 1472



« Reply #24 on: January 06, 2013, 01:41:57 am »

I can't get it working. My betamap1.sga version works, but if I extract the files from that SGA and then create another SGA it no longer works. It has the exact same files yet somehow it's not working.
did u repacked the file as i said above?
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #25 on: January 06, 2013, 01:43:30 am »

yes, download link is on first page.
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GORKHALI Offline
EIR Veteran
Posts: 1472



« Reply #26 on: January 06, 2013, 01:46:12 am »

yes, download link is on first page.
i will let u know after the game

so the problem is if u repack it does not work right?

i just opened the map on WB ,why is the one of the territory turned to b 0 near player 5 spawn.
« Last Edit: January 06, 2013, 01:49:52 am by GORKHALI » Logged
skaffa Offline
Honoured Member
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Posts: 3130


The very best player of one of the four factions.

« Reply #27 on: January 09, 2013, 12:21:21 pm »

Looking at the last picture from OP, where are the spawns. Left and right or top n bottom?

The hedgerow/forest areas look pretty big. Perhaps thats not needed and it could use some more gaps? It limits the amount of acces points towards the middle quite significantly. Making it harder to attack mid and easier to defend mid.
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Quote from: deadbolt
bad luck skaffa>  creates best and most played eir maps
                      >  hated for creating best and most played eir maps

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47k new all time record?

Quote from: deadbolt
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #28 on: May 05, 2013, 02:24:53 am »

Sorry for earlier inconveniences but now it's working. Also took time to restructure the map.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #29 on: May 05, 2013, 07:45:30 pm »

It's only visible in game if I rename it to betamap1, What is this sorcery?!
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omgNiko Offline
EIR Veteran
Posts: 727


« Reply #30 on: May 05, 2013, 08:31:29 pm »

.
« Last Edit: May 17, 2014, 04:55:19 pm by omgNiko » Logged
PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #31 on: May 07, 2013, 10:50:37 am »

Fuhrerstadt  v2
- reverted back to 4v4
- added hedges
- added movement/shot blockers on ruins
- reworked sectors
- added new loading screen



« Last Edit: June 30, 2013, 01:54:20 am by PonySlaystation » Logged
PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #32 on: May 15, 2013, 04:24:29 am »

v3
- added forest, removed some hedges
- reworked splats to be more opaque
- fixed some heightmap issues
- reworked sectors
- added new background music: http://www.youtube.com/watch?v=viy5sNsTevk



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TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #33 on: May 15, 2013, 07:19:56 am »

This map should be removed from EiR.

It has a bugged sectors, is absolutely horrible for pathfinding (your LV's and tanks will randomly get caught up on tiny and near-invisible obstacles in random fields, and it's completely open.

It's also way too big even for a 4v4.


Then there are the sectors. Oh lawd the sectors. They are completely off (there are about 50000 of them and their totally out of whack in how they're laid out).


Then there are a bunch of things you can randomly shoot through as well.

This map is... ugh
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Vermillion Hawk: Do you ever make a post that doesnt make you come across as an extreme douchebag?

Just sayin'
PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #34 on: May 15, 2013, 08:05:52 am »

I fixed all that a long time ago.
« Last Edit: June 20, 2013, 02:47:45 pm by PonySlaystation » Logged
PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #35 on: June 20, 2013, 03:10:44 pm »

Fuhrerstadt  v4
- realigned sectors to follow the terrain
- added 4 more sectors

The sectors look very odd around the forests, it will probably be best if I make them null territory. As for making the map smaller I plan to cut off the left side along the red line.

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aeroblade56 Offline
Development
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Posts: 3871



« Reply #36 on: June 20, 2013, 03:26:34 pm »

i would shave off a bit of the other side as well.
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You are welcome to your opinion.

You are also welcome to be wrong.
XIIcorps Offline
Donator
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Posts: 2558



« Reply #37 on: June 20, 2013, 05:15:29 pm »

Far far far too many sectors, and they need to be sharper too.
They just feel lazy atm like you just plonked a dozen points down and called it a day.

The Forest clumps need to be neutral, doing that will give you a better idea on how to sector the rest of the map.

I'm all for asymmetrical sectors but these are just far to random for EIRR.


Otherwise pony its coming along nicely
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #38 on: June 20, 2013, 05:57:04 pm »

Yer props 2 pony for actually trying to fix his maps. +1
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tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #39 on: June 20, 2013, 06:01:44 pm »

Ya props to pony for making an effort and not trolling the dev team. Your maps will actually get added.

Oh, and props for actually following the guidelines for Map requirements with out a whole lot of argument.......
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