iggi
Community Mapper
Posts: 184
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« Reply #80 on: April 20, 2008, 10:10:26 pm » |
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updated
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-iG-E
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TheDeadlyShoe
Weapon of Math Destruction
EIR Veteran Posts: 1399
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« Reply #81 on: April 20, 2008, 10:11:35 pm » |
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DerangedFerret
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« Reply #83 on: May 01, 2008, 06:16:27 pm » |
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Don't worry. His is much shittier.
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iggi
Community Mapper
Posts: 184
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« Reply #84 on: May 01, 2008, 10:15:34 pm » |
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eh. he can lay claim to the name on relic if he wishes. the ww2 bigot map roads, hedges, buildings, line up to the T. Height it slightly off the real world location but and a few more buildings added for whimsy. The Roads are flawless in layout. Church is in actual position as well as graveyard. plus mine is prettier.
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Unkn0wn
No longer retired
Posts: 18379
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« Reply #85 on: May 02, 2008, 11:24:26 am » |
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His map looks pretty good actually . No worries either way though, yours is an EiR exclusive map, his will likely never even be used in EiR .
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BradAnderson12
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« Reply #86 on: May 02, 2008, 12:12:38 pm » |
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i doubt it will ever be played much in vcoh either 1v1s suck
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salan2
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« Reply #87 on: May 02, 2008, 05:06:09 pm » |
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hey iggy, i posted this in the langfeld thread, but i think your map could seriously use the same sorta sectoring.. ------ check out the sectors for st com du mont... something a long these lines (also seen in st winn and bastion) seem to work absolutely fantastic with EIR attack/defend mcp. when doing sectors, ignore your geographic tendencies... make it functional for the game, not looks.
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iggi
Community Mapper
Posts: 184
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« Reply #88 on: May 02, 2008, 05:17:26 pm » |
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hey iggy, i posted this in the langfeld thread, but i think your map could seriously use the same sorta sectoring.. ------ check out the sectors for st com du mont... something a long these lines (also seen in st winn and bastion) seem to work absolutely fantastic with EIR attack/defend mcp. when doing sectors, ignore your geographic tendencies... make it functional for the game, not looks. Looks Simple Enough. I'll include the MCP sector change with the next release. So close to final i can taste it haha.
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AmPM
Community Mapper
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« Reply #89 on: May 02, 2008, 05:30:02 pm » |
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Its good if you want a straight up bash fest feel. But gets boring pretty quick. Try having multiple areas that are worth more than others so there are spots to take and hold.
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Mori
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« Reply #90 on: May 02, 2008, 06:02:23 pm » |
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Its good if you want a straight up bash fest feel. But gets boring pretty quick. Try having multiple areas that are worth more than others so there are spots to take and hold.
I agree with AmPM, also read my reply to Salan's post (which is the same as the one above, about that sector layout) I made here. Ah well, the post 'jjwa' made, I'm on the wrong account again here . Oh and about your map, one thing I remember from it, is that the defenders should always start from the North in my opinion. I think you should put it in the map comment you see in-game, like Vierville has. We started in the north as attackers, and it was horrible. And if you are unable to proceed beyond the point from where you can shoot at the edge of the town, it's not like you'll only have 40% of the map like usual, but waaaay less, putting you in a really bad position, because this town is very easy for digging in and hard to dig them out, so they last thing you want is to be at a big popcap disadvantage.
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« Last Edit: May 02, 2008, 06:06:32 pm by Mori »
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iggi
Community Mapper
Posts: 184
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« Reply #91 on: February 14, 2009, 10:32:12 am » |
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Hey guys;
i'm getting back into EiR and I've neglected my maps for some time now.
I just wanted to get an idea wether the community would like to see this map revamped/completed? I'm very determined to finish this next week, as I have mon-wednesday off from work.
Thanks for your input
-ig
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stumpster
Honoured Member
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« Reply #92 on: February 14, 2009, 02:50:22 pm » |
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Yes please.
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Step out of the way. He'll keep going until he hits a wall, that being Akranadas. Let him go unmolested, his journey will take less time.
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Guderian
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« Reply #93 on: February 14, 2009, 02:51:27 pm » |
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i want it bad pleas
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Eir customer support staff.
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salan
Synergies TL2 mod!
Posts: 6290
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« Reply #94 on: February 14, 2009, 02:55:16 pm » |
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I loved your map was so much fun fighting on it, just the sectors always favored the city for bleeding the other people out. if you could even them out between sides and the advancement lines *i remember that road out of town cutting off that whole side of the map before* this would be one of my personal favorite maps
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iggi
Community Mapper
Posts: 184
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« Reply #95 on: February 14, 2009, 05:22:40 pm » |
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I loved your map was so much fun fighting on it, just the sectors always favored the city for bleeding the other people out. if you could even them out between sides and the advancement lines *i remember that road out of town cutting off that whole side of the map before* this would be one of my personal favorite maps Yes; my first release sectoring was horrendous. The road behind the town changed hands the entire game and no real combat occured. The sectors have been done over; I will probably re-do them again with a slightly modified defualt "MCP" Setup, just to avoid complications. It's gone through some changes from what you likely remember. I guess we'll see if its for better or worse. Cheers, ig
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Kolath
Commander, 2nd Infantry Division
Posts: 2382
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« Reply #96 on: February 15, 2009, 12:05:54 pm » |
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Iggi! Welcome back! Looking forward to the update.
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Kolath's Quote Commandments: 1. Thou shalt not quote the entirety of a post 3 or less posts above you 2. Thou shalt not quote more than 2 nested levels 3. Thou shalt not quote large blocks of text when one sentence would do 4. Thou shalt not quote images!
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MistenTH
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« Reply #97 on: February 15, 2009, 05:51:15 pm » |
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WE WANT LAURENT! WE WANT IGGI! WE WANT LAURENT!
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iggi
Community Mapper
Posts: 184
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« Reply #98 on: February 18, 2009, 03:28:35 am » |
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threw up few upd. screens.
try to have it uploaded tonight.
cheers
ig
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stumpster
Honoured Member
Posts: 2197
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« Reply #99 on: February 18, 2009, 03:33:04 am » |
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Awesome.
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