tank130
Sugar Daddy
Posts: 8889
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« on: January 27, 2013, 06:45:13 pm » |
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New 4v4 Map Bredrin I stamped the main city area of the vCoH map Villers Bocage. - Rotated city 90 Deg - Reduded length of the city - Eliminated city walls and/or damaged them - damaged buildings - Widen streets The city fighting will be down and dirty, but the massive flanks will allow for field fights as well. As recommended, I have allowed for easy travel and gathering of forces behind the houses. Send Space UploadAs you can see, it really does not resemble Villers Bocage at all, but I can not take all the credit for the map
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« Last Edit: January 28, 2013, 06:48:50 pm by tank130 »
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Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
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.
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RikiRude
Donator
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« Reply #1 on: January 27, 2013, 10:51:49 pm » |
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- Reduded length of the city
I was scarred that you would forget to redude the city after all the dudes had left.
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Killer344: "Repent: sory no joke i just had savage diorea" ... or a fat ass cock sucking churchill being stupid
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tank130
Sugar Daddy
Posts: 8889
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« Reply #2 on: January 28, 2013, 12:00:11 am » |
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lol
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PonySlaystation
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« Reply #3 on: January 28, 2013, 05:34:59 am » |
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cool map, maybe move the forest closer to the line that symbolizes the end of the map, other than that, it looks good.
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Sharks are not monsters Henley, they are cute, cuddly and misunderstood. They love humans. sometimes they love TOO much. They love people so much that sometimes their kisses separate people into two flailing pieces which are consumed by other sharks in a frenzy of peace and joy.
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hans
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« Reply #4 on: January 28, 2013, 08:16:54 am » |
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looks good. gonna test it on weekend if u need testers ^^
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Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
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aeroblade56
Development
Posts: 3871
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« Reply #5 on: January 28, 2013, 08:58:49 am » |
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The houses are to close together. obvously i can not say since i haven't tested it but villers always provided that problem with me.
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You are welcome to your opinion.
You are also welcome to be wrong.
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tank130
Sugar Daddy
Posts: 8889
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« Reply #6 on: January 28, 2013, 09:37:21 am » |
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The houses are to close together. obvously i can not say since i haven't tested it but villers always provided that problem with me.
I did adjust the width of the streets a fair amount as I stated in my OP. I think this is probably wide enough. If you try to blob an entire army through the city, it may be an issue, but that's why I left big open field on the sides for that type of play
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EliteGren
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« Reply #7 on: January 28, 2013, 10:05:22 am » |
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No shadows, is that your computer or the map? Looks weird but the map itself looks good, layout reminds me of tanteville and everyone knows that that's a winning concept
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i prefer to no u
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
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tank130
Sugar Daddy
Posts: 8889
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« Reply #8 on: January 28, 2013, 10:07:39 am » |
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This is just the Beat map so I didn't actually spend anytime on the atmosphere. I think this just may be the stock one? - not sure.
The final version will probably just use the same settings I used in Adaire and D_Day
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tank130
Sugar Daddy
Posts: 8889
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« Reply #9 on: January 28, 2013, 11:40:54 am » |
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I have updated the map with a better atmosphere setting. I had no idea it would be so important for the beat......lol.
Download link updated in OP
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aeroblade56
Development
Posts: 3871
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« Reply #10 on: January 28, 2013, 01:01:14 pm » |
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I think if you removed 2-4 houses in the middle it would be solid. width looks fine now that i see 2 tigers can fit.
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tank130
Sugar Daddy
Posts: 8889
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« Reply #11 on: January 28, 2013, 01:05:32 pm » |
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To be honest, I was trying to avoid creating tanteville part duex.....
We should probably give it a play or two and see how it works out.
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tank130
Sugar Daddy
Posts: 8889
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« Reply #12 on: January 28, 2013, 08:45:48 pm » |
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I have a proposal
It's very hard to get enough people together to play a 4v4 under normal circumstances. It is near imposable to get 8 people willing to download a new map for a 4v4
If there are no objections, I would like to just add this Beta map to the launcher for testing. If anyone is truly apposed to that, then I will wait until it gets some play testing first.
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RikiRude
Donator
Posts: 4376
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« Reply #13 on: January 28, 2013, 09:55:14 pm » |
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im down for testing the map, if i see you on whether it's in the launcher or i have to DL it.
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PonySlaystation
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« Reply #14 on: June 30, 2013, 01:06:19 am » |
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There are heightmap issues along some of the roads causing pathfinding issues. As for the town, I don't mind the close quarter fighting but one side has larger entrances making it easier to attack and navigate around the town from that side. I think the side should also have this design to promote fighting in the town instead of just spamming mines. Let me show you in a picture. The red areas are open while the corresponding green areas are blocked off. The few and small entrances on this side makes it difficult to set up units around the town to attack it or to move over to a different flank without falling back. It's also difficult to avoid mines and it has the side effect of concentrating all the fighting to the sides of the map. Basically it's not difficult to fight in the town, it's difficult to enter the town, removing some of these buildings would help a lot.
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hans
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« Reply #15 on: June 30, 2013, 05:10:12 am » |
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thx for feedback pony
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PonySlaystation
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« Reply #16 on: June 30, 2013, 05:13:31 am » |
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what are you talking about? it's not your map.
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hans
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« Reply #17 on: June 30, 2013, 05:41:31 am » |
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what are you talking about? it's not your map.
and?
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