*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 22, 2024, 07:59:09 pm

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1] 2   Go Down
  Print  
Author Topic: heya city map  (Read 11994 times)
0 Members and 1 Guest are viewing this topic.
deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« on: May 31, 2014, 09:51:49 am »

errbody want city

I make city map

heya

beya
Logged

DERDBERT
Like Jesus, Keeps died for us

He made a funny thread for bear, and got banned.

Now bear makes his own funny thread. It's unsurprisingly not funny.

Keeps died for our funny threads.
shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #1 on: May 31, 2014, 09:59:39 am »

where b city map heya?
Logged

Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #2 on: May 31, 2014, 01:47:01 pm »

heya you making it too slow, next time i be 4000 score in ur gaem

also when you release heya i wont help test

heya

but i will complaain
Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Hicks58 Offline
Development
*
Posts: 5343



« Reply #3 on: May 31, 2014, 01:57:06 pm »

As much as I'd love a proper city map being made, I'm sure we'll just get hit with the usual chorus of players screaming that they've built companies to exploit it and wont touch the map.
Logged

I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #4 on: June 01, 2014, 07:36:00 am »

heya so far

Logged
Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #5 on: June 01, 2014, 07:44:37 am »

A proper city map needs to actuallly block tanks from moving in part of its territory. I would suggest having a lot of narrow infantry only streets in the middle, its the only way to enforce the gameplay . You can have larger passages away from middle
Logged
Hicks58 Offline
Development
*
Posts: 5343



« Reply #6 on: June 01, 2014, 07:54:07 am »

Take pointers from Villers Bocage.

Lots of alleys, lots of side streets, ridiculous amounts of opportunities for tanks to go on little flanking runs and outright ignore ATG's unless they've been placed and supported properly.

Shit I love running Tigers/Pershings on Villers. So much freedom of movement when you've always got a side street to duck into when hard AT shows up.
Logged
deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #7 on: June 02, 2014, 12:12:35 pm »







none blocked roads and busy as fuck city bits heya
Logged
deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #8 on: June 02, 2014, 02:32:53 pm »

IT GROWS

Logged
deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #9 on: June 02, 2014, 03:57:52 pm »

such growth many destroy much ruin city wow

Logged
Hicks58 Offline
Development
*
Posts: 5343



« Reply #10 on: June 02, 2014, 04:04:37 pm »

Don't forget to make it at least 5-6 sectors wide so people can actually take advantage of the fact you can move about.

Nothing worse than a nicely laid out map that's 3 sectors wide. Ugh.
Logged
deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #11 on: June 02, 2014, 04:12:13 pm »

yeah dunno what to do; this maybe

Logged
Mister Schmidt Offline
Lawmaker
*
Posts: 5006



« Reply #12 on: June 02, 2014, 04:13:56 pm »

So, 3 sectors wide? Wink
Logged

and 6th " Main Thing " is you have to Chant " hare krishna hare krishna krishna krishna hare hare hare rama hare rama rama rama hare hare ".
"Seeing Bigdick in his full sado mask attire, David couldn't help but feel a tingle in his special place.."
deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #13 on: June 02, 2014, 04:15:13 pm »

middle is 5 tbh

maybe ill do 4 sectors instead of 3 either side of the middle
« Last Edit: June 02, 2014, 04:30:46 pm by deadbolt » Logged
nikomas Offline
Shameless Perv
*
Posts: 4286



« Reply #14 on: June 02, 2014, 04:42:09 pm »

Make the roads their own sectors (each the length of a city block) and each block into two sectors so it's theoretically possible to decap via roads for pro mapping (and pro killzones when people try to cap that red cover).  Cheesy
Logged

"You can always count on Americans to do the right thing—after they've tried everything else."

Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons. Officers have good accuracy so they will hit most targets.
tank130 Offline
Sugar Daddy
*
Posts: 8889


« Reply #15 on: June 02, 2014, 05:05:48 pm »

DB, I think you need to keep odd sectors (not 4) so it doesn't become stagnant.

As well, how about splitting the sector directly behind the center sectors, but cut perpendicular to the center line. (in other words, cut the same direction as the center flanks)

That would be a total of 16 sectors........ hmmmm, maybe one more sector in the middle circling that town square or whatever it is.
That could be pretty cool. Each of those house in the corners would hold a sector with the tie breaker in the center.
Logged

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.
XIIcorps Offline
Donator
*
Posts: 2558



« Reply #16 on: June 02, 2014, 07:21:15 pm »

That may be the single most intelligent thing you've ever done tiggy.
Give your self a gold star.
Logged

some of My kids i work with shower me Wink
deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #17 on: June 03, 2014, 11:25:40 am »

27 sectors is too many mayne, and tanks idea does give more sectors but will them 2 really be fought over? hmm
« Last Edit: June 03, 2014, 11:28:06 am by deadbolt » Logged
tank130 Offline
Sugar Daddy
*
Posts: 8889


« Reply #18 on: June 03, 2014, 11:48:46 am »

...... tanks idea does give more sectors but will them 2 really be fought over? hmm

Good question. Hard to say I guess.
The down side to an urban map is it can be pretty easy to lock it down with HMG/Mortar teams, so a larger number of sectors is probably important so it does not become a camp fest.

If you put in the extra sectors and they are not needed, then they will just stay capped in friendly territory. If you do not put them in and they are needed, then you are going to be forced to do a map rework for anyone to play it.

just an opinion is all.
Logged
tank130 Offline
Sugar Daddy
*
Posts: 8889


« Reply #19 on: June 03, 2014, 12:13:54 pm »

tig.....just.......ugh

My suggestion is 17 sectors. How do you turn that into 21, but then say "you may as well just go with 27"?

Am I really missing something here or is this just failed logic.

Logged
Pages: [1] 2   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.059 seconds with 35 queries.