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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 45673 times)
0 Members and 1 Guest are viewing this topic.
Ucross Offline
Honoured Member
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Posts: 5732


« Reply #40 on: February 20, 2008, 09:39:32 am »

We played a 4v4 on a medium map.   Personally I never feel that maps are ever too big except for St. Hillarie which is so narrow it gives defense a strong advantage.  I think this one could work 2v2, though possible 3v3 as well.

This also looks like a very strong defensive map.

It also looks like an exceptional map.  I'd be excited to try it.
« Last Edit: February 20, 2008, 09:42:35 am by Ucross » Logged
Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #41 on: February 22, 2008, 12:12:59 pm »

You should really fix the map preview image.
Don't have it stretch out to fill the entire preview box, else it just looks incredibly crappy.

Open up a Relic Mapname_map_base, like Rails & Metals and you'll see that left and right of the actual map preview image there's some transparant areas, this way ingame the map doesn't get stretched out. (Just copy this technique over for your own maps)

In addition, I'd advise you to use a more appealing way to indicate the starting positions & numbers, the red hand-drawn circles and numbers are a little off Tongue. Use white text numbers & circles like Relic does!
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scrapking Offline
EIR Veteran
Posts: 924


« Reply #42 on: February 22, 2008, 12:35:34 pm »

As far as "too big", as I said earlier...  I think terrain can make a map bigger or smaller.  Obviously not in terms of x, y coordinates, but in terms of time that it takes to move around.  The access road on the right flank for example, or the perponderance of urban terrain (which personally I like urban).  Consider Vire River valley has an unplayable area with 3 chokepoints.  This shrinks the map.  (somewhat in both directions)

Maybe I need to play on it a few more times, aesthetically it was very nice.  It just felt like alot of terrain to cover the front, and it felt like a long run back to the front from spawn.  Hard to resposition slower units, like ATG, for example, but faster moving units like M8s did great.  I suppose all maps should not favor the same units.  I did lose that fight, so maybe subconsciously I wanted to blame the map.  I do try to be objective though. 
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iggi Offline
Community Mapper
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Posts: 184


« Reply #43 on: February 26, 2008, 11:17:35 am »

We played a 4v4 on a medium map.   Personally I never feel that maps are ever too big except for St. Hillarie which is so narrow it gives defense a strong advantage.

Ya the Hochwald;  i was shocked how well that played with 8 p for a pretty small map by comparison with other 8p maps. 

Ya map preview image is still beta; as well as starting positions via map prev. img.  Been consumed with work and Hockey lately (go Clones!).

Perhaps i'll fix that tonight as well.

I was thinking about sending the map back to a default w/o effects, and lengthen and widen the surrounding terrain to center the town up and allow more flanking movements, and adopt a strategic sector layout that avoids cap wars as mentioned in another thread by unknown i believe.
I'll play around with some ideas.

Thanks for the feedback everyone; with everyone's help hopefully we can make st.laurent a great h2h map.

-iggi

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-iG-E
salan
Guest
« Reply #44 on: February 26, 2008, 12:17:25 pm »

Iggi the map is good, but there is 1 sector that dominates the whole thing from what i saw...


There is a road that comes off the side of the map into town, this road goes up a small hill by and continues in..  the problem is that the road is also a sector, effectively cutting the map in half.  All the enemy has to do is plunk a few units in the city on the edge of that road and cover it by AT/suppression/mortars, and it effectively cutts off that whole side of the map from flanking, and allows the defenders to ultimately ignore everything beyond it completely, making only half the map the only possible objective for both defense and attack.

if you were to cutt that sector where it climbs the hill into the the city it would probably fix the only flaw I could find.  Other then that, this is a fantastic map.
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iggi Offline
Community Mapper
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Posts: 184


« Reply #45 on: February 26, 2008, 04:45:23 pm »

Yes, the sectors need reworking.  I'll likely be adopting a key area - sector setup that's quickly becoming popular; focusing on strategic map positions instead of cap wars.

Result should be out by tomorrow at the absolute latest.

-iggi

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Ucross Offline
Honoured Member
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Posts: 5732


« Reply #46 on: March 10, 2008, 11:47:54 pm »

Suggest making it a 3v3.
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DeadlyShoe Offline
EIR Veteran
Posts: 470


« Reply #47 on: March 12, 2008, 12:53:39 am »

Will trade copious amounts of illegal drugs for map updates.
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This may be the most offensive thing I've read.  At least, today.
Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #48 on: April 07, 2008, 01:10:38 pm »

This map really needs a sector update and could me made into a 3v3.  It is such a beautiful map I'd hate to see it fall by the wayside because  of sectors.
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Kolath's Quote Commandments:
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #49 on: April 07, 2008, 07:42:13 pm »

Iggi, mind if I modify the map?
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #50 on: April 07, 2008, 09:26:46 pm »

If he doesn't respond in like a day or two, I'd say go ahead and we will credit you both.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #51 on: April 09, 2008, 03:22:06 pm »

AmPm, Iggi hasn't been active since March 18th, I would recommend going ahead and resectoring this map and making it a 3v3.  Map itself shouldn't need a lot of work (except maybe damaging buildings or reducing buildings slightly).
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iggi Offline
Community Mapper
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Posts: 184


« Reply #52 on: April 15, 2008, 03:26:27 pm »

Hey guys.

Sorry for the delay.  I've been crazy busy with hockey (games and practice) and my new store management position; was taking a break from EiR untill the new factions made it in, at least gaming anyway.  Then when i did go to workon maps the 2.3 came out and i couldn't test anything?

I understand now there's a way to convert them to sga and place them somewhere in my documents to allow them to come up in the game.

There's obviously been enough interest, so i'll convert it to 3v3, as well as rework the sectors.

The "road sector" indeed dominates the map and makes it difficult to fight effectively w/o cap wars.

Initially I left the town "virgin/undamaged mostly" at the request of Apex I beleive and a few others?

But it's clearly very tough defensively and needs buildings crippled or removed in certain areas.

Kolath, was there any other pertinent details I should know?  (current issues/bugs?)

Thanks much,

iggi

p.s.
may be able to do it up tonight?
« Last Edit: April 15, 2008, 03:36:37 pm by iggi » Logged
Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #53 on: April 15, 2008, 03:32:58 pm »

Apex also requested a chateau, don't forget.
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #54 on: April 15, 2008, 03:36:46 pm »

Iggi's alive! It's a miracle!
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iggi Offline
Community Mapper
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Posts: 184


« Reply #55 on: April 15, 2008, 03:38:31 pm »

Apex also requested a chateau, don't forget.

rofl

indeed and i placed it there.  It is somewhat useful i think as a defenseive point if your'e defending from the S.


(i know amazing 'eh shoey?)

My appologies for not being around for all my sexies in the eir commun.

cheers!
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iggi Offline
Community Mapper
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Posts: 184


« Reply #56 on: April 15, 2008, 03:57:34 pm »

Iggi, mind if I modify the map?

It's nothing personal Am,
I put alot of effort into the map; my proverbial baby.  I feel obligated to finish it. 
I'll make the neccessary changes tonight and try to get it posted.

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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #57 on: April 15, 2008, 04:11:40 pm »

Iggi, here is a temporary fix for -dev mode that will allow you to play the .sgb in skirmish for testing purposes.  Just be sure to turn it off before you try to play a real game  Wink

http://forums.relicnews.com/showpost.php?p=2890156&postcount=19

I'm glad to see you are back and working on this map!
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iggi Offline
Community Mapper
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Posts: 184


« Reply #58 on: April 15, 2008, 04:12:16 pm »

Iggi, here is a temporary fix for -dev mode that will allow you to play the .sgb in skirmish for testing purposes:

http://forums.relicnews.com/showpost.php?p=2890156&postcount=19

Excellent;

thanks Kolath.
I'm leaving work now;  will be working on it as soon as i get home.

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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #59 on: April 15, 2008, 04:27:44 pm »

Better version: http://files.filefront.com/CorsixDevFixzip/;10016283;/fileinfo.html
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