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saint mere eglese
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Topic: saint mere eglese (Read 8923 times)
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tank130
Sugar Daddy
Posts: 8889
saint mere eglese
«
on:
January 06, 2013, 03:58:53 pm »
Quote from: tank130 on January 06, 2013, 03:28:01 pm
I want to review each of these maps to see why they are not getting played. I would like people who
ACTUALLY PLAYED THE MAP
to give their input on what they liked and disliked about the map. What could be done to improve the map.
The the owner of the map will have to the option to make the suggested changes or allow someone else to make the changes for them. If the changes are just too overwhelming and not worth the efforts, we will just remove the map.
Show Some respect:
People put a lot of work into these maps. Comments like "it sucks" will not be tolerated. Post useful, helpful comments or just don't post.
We need input from people who actually want to help and better the playing environment.
If you can't play nice, just don't post please.
If you need a screen shot of the map to show notes etc, let me know and I will unpack it and post the shot.
«
Last Edit: January 08, 2013, 10:57:41 pm by tank130
»
Logged
Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
Quote from: Hicks58 on June 05, 2013, 02:14:06 pm
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
GORKHALI
EIR Veteran
Posts: 1472
Re: saint mere eglese
«
Reply #1 on:
January 07, 2013, 12:01:19 am »
well this map is actually avoided by most players coz of the amount of buildings, there is no way fixing it coz at first most of the players siad u need to destroy most of the houses and lowere the health of thouses otherwise they wouldn't play it ,so i did as those players siad destroyed most of the houses and lowered the health of the houses but then still they refused to play it ,..gorks map sucks that what they say everytime they see my map
Logged
tank130
Sugar Daddy
Posts: 8889
Re: saint mere eglese
«
Reply #2 on:
January 07, 2013, 12:04:02 am »
I could really use a little less self pitty Gork, and a little more input on what is wrong with the map.
I don't mean to sound like a dink, but seriously dude, all you do is qq about what people say. It makes it very hard to be supportive of your efforts.
Logged
GORKHALI
EIR Veteran
Posts: 1472
Re: saint mere eglese
«
Reply #3 on:
January 07, 2013, 12:06:40 am »
Quote from: tank130 on January 07, 2013, 12:04:02 am
I could really use a little less self pitty Gork, and a little more input on what is wrong with the map.
I don't mean to sound like a dink, but seriously dude, all you do is qq about what people say. It makes it very hard to be supportive of your efforts.
as i said they don't play it coz it has too many buildings .
Logged
tank130
Sugar Daddy
Posts: 8889
Re: saint mere eglese
«
Reply #4 on:
January 08, 2013, 10:57:55 pm »
OP Amended
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Unkn0wn
No longer retired
Posts: 18379
Re: saint mere eglese
«
Reply #5 on:
January 09, 2013, 03:07:10 am »
So wreck more houses, open up some areas between them. Take a look at some other city maps for inspiration on how to properly offer an urban environment without harming gameplay.
Logged
XIIcorps
Donator
Posts: 2558
Re: saint mere eglese
«
Reply #6 on:
January 09, 2013, 03:14:41 am »
we could make some of the houses into rubble that is still passable. by using heightmap and some of the ruins objects/impasseditor.
Logged
Quote from: Heartmann on December 03, 2013, 11:20:45 am
some of My kids i work with shower me
ick312
EIR Veteran
Posts: 534
Re: saint mere eglese
«
Reply #7 on:
January 09, 2013, 05:27:55 am »
hi,
saint mere is a great map! actually its the community having a prejudice against gorks maps, thats why they are not played. The map on its own is good.
saint mere and berlin are 2 of the best maps in eirr.
Logged
Quote from: tank130 on April 18, 2013, 10:06:07 pm
I don't know Wind, that whole 21 virgins thing kinda peaked my interest a little .......
Quote from: EliteGren on December 08, 2013, 06:10:28 pm
From fucking kids to fucking christ, jesus heartmann. Just stop already you filthy monster, you are only making it worse
XIIcorps
Donator
Posts: 2558
Re: saint mere eglese
«
Reply #8 on:
January 09, 2013, 06:15:47 am »
Ick Gorks map while they may be very pretty and asthetically pleasing, EIR is not Vcoh thus requires specific outcomes for maps to achieve for them to be playable let alone successfull in EIR
Logged
hans
EIR Veteran
Posts: 3497
Re: saint mere eglese
«
Reply #9 on:
January 09, 2013, 07:31:08 am »
Quote from: XIIcorps on January 09, 2013, 06:15:47 am
Ick Gorks map while they may be very pretty and asthetically pleasing, EIR is not Vcoh thus requires specific outcomes for maps to achieve for them to be playable let alone successfull in EIR
its funny kinda. Everytime gork makes a map, he has a certain plan how to do it and sometimes he wants to build real places during ww2.
THAT is the wrong way to start making a map for eirr. First u choose the gameplay plan and then u try to adjust the surroundings. If u make a map that looks pretty and is close to a real place in ww2, it lacks gameplay and causes problems most of the time.
AND that was somehow everytime the case. Look at the map with the beach he had last time. It looks real and might be pretty but useless if u drop it on top of the gameplay. Gork, if u read that, focus on gameplay and not on real combat places or whatever. Some things might work, but most are totally wrong for EiRR.
PS: regarding that map, i dont like the spawn points. Every time i was playin that map the bottom side had an advantage because of closer spawn points.
I can hardly judge about 4v4 maps though, because they are hardly played these days, except schijndel.
Logged
Quote from: brn4meplz on May 06, 2013, 01:52:31 pm
Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
Tymathee
Donator
Posts: 9741
Re: saint mere eglese
«
Reply #10 on:
January 09, 2013, 08:23:58 am »
rotate the map so that big road is right in the middle, then change it so its longer at the top and bottom.
horizontal road map generally dont do well in eir, but verticle roads do.
when i first saw the map, the first thing i see is this huge road that servers no purpose but to have red cover.
rotating it also gives both sides less buildings to deal with, feels like one side is defending the city while the other is attacking and the different positions are all on a bit of different terrain but can support each other easily.
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
skaffa
Honoured Member
Posts: 3130
The very best player of one of the four factions.
Re: saint mere eglese
«
Reply #11 on:
January 09, 2013, 02:07:03 pm »
Simply removing 50-75% of the buildings would go a long way and is needed as a start (imo).
Logged
Quote from: deadbolt
bad luck skaffa> creates best and most played eir maps
> hated for creating best and most played eir maps
Quote from: Tachibana
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
GORKHALI
EIR Veteran
Posts: 1472
Re: saint mere eglese
«
Reply #12 on:
January 09, 2013, 04:53:45 pm »
This map i created looking at the google maps and few old ww2 aerial fotos,so gonna be pain in the ass to give a total new look,i shall better start frorm the scratch,its much easier.
Logged
tank130
Sugar Daddy
Posts: 8889
Re: saint mere eglese
«
Reply #13 on:
January 09, 2013, 05:23:40 pm »
I think if you decide to make anymore Maps Gork, you should avoid looking at Google earth or anything to do with real life for inspiration.
The maps are called maps, but really, they are a game board with pretty stuff. It has to be designed like a game, for the game.
Logged
Masacree
EIR Veteran
Posts: 904
Re: saint mere eglese
«
Reply #14 on:
January 10, 2013, 11:51:30 pm »
Quote from: tank130 on January 09, 2013, 05:23:40 pm
I think if you decide to make anymore Maps Gork, you should avoid looking at Google earth or anything to do with real life for inspiration.
The maps are called maps, but really, they are a game board with pretty stuff. It has to be designed like a game, for the game.
Have you seen St. Come Du Mont? It's almost amazing at how well it follows actual pictures. Hartkeks really outdid himself with it, and by doing so he created an excellent map.
I think using satellite images are a cool way to get inspiration. The hardest part of mapmaking is surely filling up empty space, so it's nice to have a guide to follow.
Logged
Quote from: Smokaz on January 19, 2012, 02:27:37 pm
I like how this forum in turn brings out the worst in anyone
Quote from: Unkn0wn on March 03, 2012, 11:40:57 am
To err is human, to eirr is retard
tank130
Sugar Daddy
Posts: 8889
Re: saint mere eglese
«
Reply #15 on:
January 11, 2013, 12:12:41 am »
Excellent point.....must be why it has a whopping 39 plays since the reset
Yes Gork, by all means keep doing what you are doing and following this profound advice. You to can garner a map with 39 plays every 6 months.
Logged
aeroblade56
Development
Posts: 3871
Re: saint mere eglese
«
Reply #16 on:
January 11, 2013, 12:23:09 am »
I have dabaled in WB but im by no means a expert. You need to have a fine line between the two.
I look at Google maps and i say yeah let rebuild this but lets factor in flanking width of the house rough terrain and size of the map i also use skaffas rule of flanking.
«
Last Edit: January 11, 2013, 12:37:47 am by aeroblade56
»
Logged
Quote from: Hicks58 on January 08, 2016, 05:47:37 pm
You are welcome to your opinion.
You are also welcome to be wrong.
GORKHALI
EIR Veteran
Posts: 1472
Re: saint mere eglese
«
Reply #17 on:
January 11, 2013, 01:22:01 am »
Quote from: aeroblade56 on January 11, 2013, 12:23:09 am
I have dabaled in WB but im by no means a expert. You need to have a fine line between the two.
I look at Google maps and i say yeah let rebuild this but lets factor in flanking width of the house rough terrain and size of the map i also use skaffas rule of flanking.
never see u map tbh..
Logged
aeroblade56
Development
Posts: 3871
Re: saint mere eglese
«
Reply #18 on:
January 11, 2013, 01:58:09 am »
Quote from: GORKHALI on January 11, 2013, 01:22:01 am
never see u map tbh..
Gorkhali i would be happy to help you make a map if ever you ask. i would be happy to show my ideas with you if you want.
Logged
Valexandes
Donator
Posts: 280
Re: saint mere eglese
«
Reply #19 on:
January 11, 2013, 10:14:26 am »
I like this map but I always forget what it actually looks like when starting a 4v4 so I don't pick it.
Just tweaking the hedge openings on the non city side a little to make sure infantry don't get shafted by really long paths and making sure pathfinding through the town on the left is good should go a long way toward fixing some of the annoyances with the map.
Personally I really enjoy the map and like the different style of play that its layout causes.
Also a tad bit more cover in the fields around the city would be nice as it seems pretty easy to cover large areas with MGs.
Logged
Quote from: Tymathee on January 30, 2012, 04:57:43 pm
the nashorn is like a kid with a giant penis, it has no idea how to use it or where to point it most of the time but it could still fuck you
Quote from: EIRRMod on July 23, 2012, 09:40:18 pm
Your mom, and your grandma wont know....
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