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Poll
Question: Would you be interested in seeing this map again? (a working/completed version)?
Yes - 25 (65.8%)
Yes; but needs some changes - 9 (23.7%)
No - 4 (10.5%)
Total Voters: 38

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Author Topic: Saint Laurent - Map  (Read 45567 times)
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iggi Offline
Community Mapper
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Posts: 184


« on: January 09, 2008, 12:36:22 pm »

**5/23/09**

St. Laurent-sur-Mer (6)
DL Link: (New version as of 5/23/09)
http://files.filefront.com/6p+St+Laurentsga/;13798142;/fileinfo.html

5/29/09 New screenies,
Sorry for the large sizes

Change log:

--- 5/23/09 ---
*Spawns pushed back to original positions (at ends of maps).

--- 3/13/09 ---
(Old)
____________________________________
*New defensive positions on S side of map, just outside of town; includes trenches with heavy cvr.
*Large hedge blocking S part of town forcing side road access thinned/removed 60%
*Almost all Impassible hedges that separated map have visible openings to allow alternate routes and non-predictable game play for defenders.
*Increased roughly 15-25% more damage to buildings in City to discourage endless building hopping for mgs/inf. ( I may also use the pre-arty script i've heard .... someone talking about, if it persists to be an issue.)

***Removed original church & replaced with smaller church; also changed position and facing to face south (attackers side).  Opened wall blocking church to allow quick entry from south.

*Revamped Chateau landscape/livery.
*Revamped Oob detailing/landscaping (WIP)
*Added heavy cover to all large craters.
*Retooled Territory Sectors.  May still need changes for proper MCP play. No more skinny road territories or other such nonsense territory choke points.   (I can only hope. Your feedback is invaluable)
*Tinkered with atmosphere settings.
*Optional weather (default one day over 60 mins, pre-dawn to post-dusk, figured most stable for economy machines; alternate is rain)
*Tons of new details; splats, splines, mortar craters, etc.

Bugslist/WIPlist
______________
*Alternate weather option (for rain).....has no rain.  It rains in builder.
* White box bug still on map, but stug is gone
*Oob is almost complete.

**** If you find any bugs wilst playing, please post them and I will address them with the next release ****

Thanks much gents;
cheers,
ig

































« Last Edit: May 29, 2009, 03:13:35 pm by iggi » Logged

-iG-E
fldash Offline
Founder
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Posts: 9755


« Reply #1 on: January 09, 2008, 12:42:27 pm »

Very nice work.  I love you mappers...
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #2 on: January 09, 2008, 12:46:27 pm »

Except for me  Cheesy I'm difficult.
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fldash Offline
Founder
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Posts: 9755


« Reply #3 on: January 09, 2008, 12:49:19 pm »

eh, difficult is all based on perspective... Wink

When will this be available to play test?
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #4 on: January 09, 2008, 12:54:26 pm »

I dare say the mapping community is extremely important for the survivability of this mod Smiley.

Good work.
I'm on the look out for some new blood for the map team Wink.
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iggi Offline
Community Mapper
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Posts: 184


« Reply #5 on: January 09, 2008, 01:20:53 pm »

could have it out today if i rush it. give me a few days and it should be solid?

I will post other works i have on the back burner.

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Smithy17 Offline
EIR Veteran
Posts: 756


« Reply #6 on: January 09, 2008, 01:30:09 pm »

Nice map
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fldash Offline
Founder
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Posts: 9755


« Reply #7 on: January 09, 2008, 01:31:48 pm »

No rush, just curious it looks nice.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #8 on: January 09, 2008, 01:39:10 pm »

Wow, Iggi, welcome to the forums and a great looking first EiR effort!  I can't wait to hear how it plays out.

Did you make the drawing in the last pic or did you find that somewhere?

I wonder how well it would work to have a drawn map like that for the tactical map...
« Last Edit: January 09, 2008, 01:49:25 pm by Kolath » Logged

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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #9 on: January 09, 2008, 02:02:52 pm »

Did you make the drawing in the last pic or did you find that somewhere?

I wonder how well it would work to have a drawn map like that for the tactical map...

This would actually by really really awesome. A sketched map instead of the standard tac map...

Is this even possible?
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Dragon93 Offline
17th Airborne Division - Thunder From Heaven
EIR Veteran
Posts: 234


« Reply #10 on: January 09, 2008, 02:05:14 pm »

Most likely. Sweet map, i wish the mapping tools where more like AoE, or something like that. Then loads of maps could easily be made.
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #11 on: January 09, 2008, 02:06:48 pm »

It's possible yes.

However note that the sectors are added on top of it on the tactical map.
You'd also have to make sure the drawn map matchs the automatically generated map completely.

Vierville for instance is using a modified minimap/tactical map.
All relic minimap/tactical maps are touched up in case you didn't realise Smiley.
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #12 on: January 09, 2008, 02:09:59 pm »

I thought something was up with them.

I actually think it would be neat to have a somewhat rough sketch of the map, that shows roads, buildings and sectors, but not each individual bush and tree.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #13 on: January 09, 2008, 02:14:07 pm »

Yeah it is fairly easy to do, just edit the file, but I wonder how a very abstract map would play out?  The tough part is going back in and drawing over the generated map.  Probably need someone with a wacom tablet for that.
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iggi Offline
Community Mapper
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Posts: 184


« Reply #14 on: January 17, 2008, 06:18:23 pm »

New screens.  Map will be out very shortly.  Within the hour.
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Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #15 on: January 18, 2008, 05:59:26 pm »

I've played it twice now. One of the things that I've notice is that the sidewalks on the left flank in the city tend to rape your units, it gets to be a meat grinder over there. It's a decent map gameplay-wise, but it's sort of congested because of the tight width.  I do love the details.
« Last Edit: January 18, 2008, 06:33:13 pm by Skunker » Logged

AmPM Offline
Community Mapper
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Posts: 7978



« Reply #16 on: January 18, 2008, 06:09:38 pm »

I think they are fine, just need to add trash cans, benches, etc as cover.
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Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #17 on: January 18, 2008, 06:29:34 pm »

I love the map,
I must say your detailing beats mine
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^<-- Duck ™ and ©


 We need more axis players!:
Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #18 on: January 18, 2008, 06:32:20 pm »

I think they are fine, just need to add trash cans, benches, etc as cover.

That would do it too. The cover would serve to negate the fact that you're running around on a giant spline, or so to speak, of negative hell.
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #19 on: January 19, 2008, 05:42:26 am »

I'll ask fl- to have this added to the .module asap, sorry for the delay!
Can't wait to play this Smiley.
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