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Author Topic: heya city map  (Read 12017 times)
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deadbolt Offline
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« on: May 31, 2014, 09:51:49 am »

errbody want city

I make city map

heya

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

Keeps died for our funny threads.
shockcoil Offline
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« Reply #1 on: May 31, 2014, 09:59:39 am »

where b city map heya?
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Smokaz Offline
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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
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Hicks58 Offline
Development
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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.
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deadbolt Offline
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« Reply #4 on: June 01, 2014, 07:36:00 am »

heya so far

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Smokaz Offline
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« 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
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Hicks58 Offline
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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.
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deadbolt Offline
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« Reply #7 on: June 02, 2014, 12:12:35 pm »







none blocked roads and busy as fuck city bits heya
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deadbolt Offline
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« Reply #8 on: June 02, 2014, 02:32:53 pm »

IT GROWS

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

such growth many destroy much ruin city wow

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Hicks58 Offline
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« 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.
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deadbolt Offline
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« Reply #11 on: June 02, 2014, 04:12:13 pm »

yeah dunno what to do; this maybe

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

So, 3 sectors wide? Wink
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deadbolt Offline
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« 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
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« 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
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tank130 Offline
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« 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.
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XIIcorps Offline
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« 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.
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deadbolt Offline
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« 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
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« 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.
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tank130 Offline
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« 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.

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