*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 26, 2024, 12:26:22 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]
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

Pages: 1 [2] 3 4 ... 7   Go Down
  Print  
Author Topic: Saint Laurent - Map  (Read 49757 times)
0 Members and 4 Guests are viewing this topic.
iggi Offline
Community Mapper
*
Posts: 184


« Reply #20 on: January 19, 2008, 10:20:21 am »

Thanks to everyone for their play testing and feedback on St Laurent.
It is very much appreciated.

Saint Laurent is undergoing More Changes Including an entirely new route to flank the main town from the upper half-upper right half of the map, originating from the Chatau. 
Every time I'd played it myself NOTHING went on there.

I feel there are sufficient enough gaps to leave the defending team unable to block "every hole" with AT & BW

As far as the Negative cover road:

* "squished"/decreased the wideness of the S Road to cut down on the         negative cover
* added a couple cars and a broken down sherman for "cover to cover" advancement. 
* added openings in various places on hedgerows to allow more movement without use of roads

I actually prefer the negative cover to an extent as a natrual "anti-blob" defense for those pesky "Chinese mass infantry attack" players.
Its not mass infantry friendly.  No open road should be.  But two or three experienced squads with mortar/artillery support should be able to advance and push out defenders using proper tactics.

Roads were a natural hazard for infantry during attacks.Thusly i prefer it that way with my maps.  Now that they are not the only avenue's of approach I think it should work out pretty well.  More testing will tell.

Thanks again for the feedback.

-iggi

Logged

-iG-E
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #21 on: January 22, 2008, 04:46:52 am »

I liked the map, it's one of the better 'city' maps I've played in a while.
I would suggest opening up the middle hedge a little more though, right now the entry to the city is pretty much restricted to the left and right areas of the big middle hedge, making it predictable and even easier to defend.

In addition, you should get rid of some of those excess sectors, I've found that especially on the attacker side there were often small sectors that users won't fight for anyone. It'd be better to have larger sectors and a little more smaller sectors in the middle, where it matters.
(Else users just go on a capping spree right through your lines and that's not ideal gameplay. The focus should remain on fighting)
Logged
iggi Offline
Community Mapper
*
Posts: 184


« Reply #22 on: January 23, 2008, 06:59:14 pm »

Noted.  Thanks Unknown.
A re-working was in order for the territories; it became clear after my 2nd game on it.

Logged
Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #23 on: January 23, 2008, 09:50:41 pm »

How's this for a loading screen, Iggi?


[attachment deleted by admin]
Logged

iggi Offline
Community Mapper
*
Posts: 184


« Reply #24 on: January 23, 2008, 10:28:21 pm »

it's sexier than i imagined.

w00t.

thx m8!
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #25 on: January 24, 2008, 03:27:08 am »

OMG Commandospam!
Logged
Akranadas Offline
Honoured Member
*
Posts: 6906


« Reply #26 on: February 01, 2008, 09:27:28 am »

heres replay for you.

Battle Number 2654

[attachment deleted by admin]
Logged
Thtb-Ally Offline
The German Guy on the Ally side?
EIR Veteran
Posts: 1812


« Reply #27 on: February 01, 2008, 09:32:54 am »

The attackers way is to limited on the north. 2 ways- both easly lockable by buildings.
Logged

skgstrm Offline
EIR Regular
Posts: 9


« Reply #28 on: February 02, 2008, 07:29:59 am »

Stunning visuals, haven't played it, but judging by the screens the quality competes with the original maps.
I wish I had time to map or even play Sad
Logged
iggi Offline
Community Mapper
*
Posts: 184


« Reply #29 on: February 03, 2008, 12:17:56 pm »

The attackers way is to limited on the north. 2 ways- both easly lockable by buildings.


there's multiple openings in the hedgerows.  look for bushes;  it hink there are almost 10 ways to get between the N & S.

Which Lock Buildings where u refering to m8???

thanks
-i
Logged
iggi Offline
Community Mapper
*
Posts: 184


« Reply #30 on: February 05, 2008, 06:33:59 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.

still waiting for the official nod on this;  i'm all butterflies tehe.

i suppose its proper to wait untill i've filled the quota of releasing 2 completed maps.  Cutting corners is more fun!

-i

Logged
Ucross Offline
Honoured Member
*
Posts: 5732


« Reply #31 on: February 05, 2008, 07:06:25 pm »

Quote
I dare say the mapping community is extremely important for the survivability of this mod
It's not extremely important, it's not very important, it's not even important for the 'survival' of the mod.

However, it is quite a nice feature and the mappers do an exceptional job, I really mean that.  They are quite worthy of commendation.
Logged
Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #32 on: February 05, 2008, 07:26:08 pm »

So are you ucross so are you.

and so am I.
Logged

DeadlyShoe Offline
EIR Veteran
Posts: 470


« Reply #33 on: February 06, 2008, 07:16:10 pm »

Load screen broke.
Logged

This may be the most offensive thing I've read.  At least, today.
iggi Offline
Community Mapper
*
Posts: 184


« Reply #34 on: February 07, 2008, 11:51:40 am »

I'll ck into it and fix it when i get home today.

Thanks for the heads up.

-i
Logged
TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #35 on: February 09, 2008, 05:50:24 pm »

I think the map favors the west side slightly.  It's good that people are required to fight over the town, but players spawning from the east have to cover more territory to reach sector parity. I think combining a couple of the tiny town sectors together would fix this.

Logged
iggi Offline
Community Mapper
*
Posts: 184


« Reply #36 on: February 15, 2008, 03:21:18 pm »

Combine a couple sectors on the west half?
Logged
Duckordie Offline
Community Mapper
*
Posts: 1687



« Reply #37 on: February 19, 2008, 05:34:11 am »

Realy nice map

But make it 3vs3...
way, way to big and to many sectors for 2vs2
Logged

^<-- Duck ™ and ©


 We need more axis players!:
scrapking Offline
EIR Veteran
Posts: 924


« Reply #38 on: February 19, 2008, 06:37:41 am »

Too big (mostly long) for 2v2, probably too narrow for 3v3.

Defintely too big for 2v2 though.
Logged
iggi Offline
Community Mapper
*
Posts: 184


« Reply #39 on: February 20, 2008, 08:27:13 am »

Its interesting, most of the initial feedback said it was too small for 3v3.  Originally it was a scratch made  map but It's been remade and stamped onto a 2v2 map. 

Dimensions are exactly fit to vire river valley (a 2v2 map) so maybe its more the location of the town being closer to the north?

Or would you say its more an issue of sectors?

-iggi
Logged
Pages: 1 [2] 3 4 ... 7   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 0.075 seconds with 38 queries.