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Author Topic: 6p_Deserted_City  (Read 14610 times)
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Peiper1945 Offline
EIR Regular
Posts: 41



« Reply #20 on: June 30, 2013, 04:13:03 pm »

I'll test, very cool looking map.
But how do I do so?..
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taco355 Offline
EIR Veteran
Posts: 173


« Reply #21 on: June 30, 2013, 07:25:33 pm »

why do we have fucking minesweepers for... Roll Eyes

You mean those meat sacks that get rolled by pioneers or engineers?
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #22 on: June 30, 2013, 07:45:24 pm »

this looks like fun
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1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
GrayWolf Offline
Development
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Posts: 1590



« Reply #23 on: July 01, 2013, 01:04:43 am »

Where is my 4 x 88 FLAK ?
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GrayWolf Offline
Development
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Posts: 1590



« Reply #24 on: July 01, 2013, 01:10:20 am »

Dbl post
« Last Edit: July 01, 2013, 02:14:19 am by GrayWolf » Logged
tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #25 on: July 01, 2013, 09:29:20 am »


Basic criteria:[/b][/u]
- Map must be created, or modified, with EIR gameplay in mind. (Proper sector layout, no base-building areas, etc)
- Map must be in a playable and relatively completed state. (I.e Having a part of the map still 'empty' is unacceptable)
- Map must have been playtested at least once
- Map must have a loading screen, a map preview image and a proper ingame name. (For example Abbeville (6) instead of 6p_Abbeville).
- Map should have a proper atmosphere setting (i.e not the basic WBs or something similar, taking a Relic map preset is advised)
- Map needs to meet a minimum standard of quality in terms of appearance. (Usage of Splats, splines and sufficient level of detailing)
- Map names must keep within the theme of Coh. Silly names like '6p sup' or '6p frontline ville' are not acceptable....put some thought into your names.

Advanced criteria:

- Map needs to meet Relic like quality in both gameplay (i.e proper pathing, cover usage, etc) and appearance. (See Relic or popular EIR maps for reference)
- Map needs to have generated a reasonable amount of plays, i.e it needs to have garnered a minimum level of support within the community. (Fully completed maps that no one wants to play may still be removed)
- Map needs to be fully finalized.
- Map needs to offer various weather settings

This map looks slapped together and unfinished TBH.
Game play wise - WTF!!! It's just a big open field of nothing surrounded by destroyed buildings. I am not adding this map until I see some feed back on the play testing.
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Quote
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.
GORKHALI Offline
EIR Veteran
Posts: 1472



« Reply #26 on: July 01, 2013, 10:21:46 am »

This map looks slapped together and unfinished TBH.
Game play wise - WTF!!! It's just a big open field of nothing surrounded by destroyed buildings. I am not adding this map until I see some feed back on the play testing.
well that sums up pretty much  Cry
Logged

GORKHALI Offline
EIR Veteran
Posts: 1472



« Reply #27 on: July 02, 2013, 09:16:51 am »

I hope to get more feedback from other players ,who play tested the map with me.

That is wat tank130 wants,before he wants to add it.
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GrayWolf Offline
Development
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Posts: 1590



« Reply #28 on: July 02, 2013, 10:20:19 am »

I hope to get more feedback from other players ,who play tested the map with me.

That is wat tank130 wants,before he wants to add it.

Size maybe is about Neuville, but its' 4v4 map. Srsly
And btw. MAP IS AWESOME !
Logged
GORKHALI Offline
EIR Veteran
Posts: 1472



« Reply #29 on: July 02, 2013, 12:11:19 pm »

Size maybe is about Neuville, but its' 4v4 map. Srsly
And btw. MAP IS AWESOME !
map might be a little to big for 3v3 but it will  be a disaster turning it into 4v4 players will run into eachother way,maybe we need some more play testing to do,anyway thx for the feed back.
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GORKHALI Offline
EIR Veteran
Posts: 1472



« Reply #30 on: June 07, 2014, 04:38:21 pm »

few changes done , give me some feed back and suggestion to make this map work ,
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #31 on: June 08, 2014, 04:49:13 pm »

The map has a few issues.

In red: These narrow passages are the only way to enter the park and create chokepoints which make it extremely difficult to attack once you have been pushed back to this point, flanking is also made much more difficult because of the restricted entrances. The best solution would be to open it up entirely so that you can enter the park from any part of the ruined city, this would also make backcapping less difficult to deal with.

In green: The park is completely open which heavily favors support weapons. A few mgs and atgs and you have most of the map locked down. Add some hedges.

The ruined city: try to open it up a little so it's easier to move around.

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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.
XIIcorps Offline
Donator
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Posts: 2558



« Reply #32 on: June 08, 2014, 10:23:26 pm »

Like I said in the begining, Great DOW map, CoH not so much.
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some of My kids i work with shower me Wink
GORKHALI Offline
EIR Veteran
Posts: 1472



« Reply #33 on: June 09, 2014, 12:07:42 am »

there r 12 places where u can enter the map , i don't know where u get that pic pony probably old pic but here is it , u can see it below

« Last Edit: June 09, 2014, 02:00:26 am by GORKHALI » Logged
TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #34 on: June 09, 2014, 12:10:31 am »

Gork stop writing on forum and get in game already we're all waiting.

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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 #35 on: June 09, 2014, 06:12:05 am »

There needs to be more than three entrances on each side. Only three small passages to attack a large open field means the enemy can set up massive defenses around them and it will be impossible to attack with a large army through those small stairways.
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XIIcorps Offline
Donator
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Posts: 2558



« Reply #36 on: June 09, 2014, 06:15:47 am »

fuck the stair idea off completely, just make the top and bottom walls have largge crater gaps in them plus smaller ones.

Keep the sides fairly intact tho, that will add a bit of a niche to the map having sold line preventing egress.
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GORKHALI Offline
EIR Veteran
Posts: 1472



« Reply #37 on: June 09, 2014, 07:27:46 am »

I don't think stairs make any difference ,i have widen the enttences to the park  so if  the wall still poses difficult  then i will remove em for good.first let the map be added and play it then give me the feed back....
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GORKHALI Offline
EIR Veteran
Posts: 1472



« Reply #38 on: June 12, 2014, 09:20:01 am »

ok since i didn't hear from everyone but few players saying that houses should be removed by headgrows instead ,so here is the updated map , houses removed by headgrows, its gonna be war of the headgrows LOL  Grin

i removed the side walls (walls removed by destroyable walls )and created multiple passages where players don't have to use stairs ,if they want they can still use it .if u guys wanna add some more suggestion do not hesitate.

« Last Edit: June 12, 2014, 09:38:07 am by GORKHALI » Logged
GelezinisVilkas Offline
EIR Veteran
Posts: 52


« Reply #39 on: June 12, 2014, 09:33:16 am »

If you remade the map into 6p_New_York_Central_Park I think it will be more workable..
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