*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 29, 2024, 11:47:02 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] 5 6 7   Go Down
  Print  
Author Topic: Saint Laurent - Map  (Read 49856 times)
0 Members and 10 Guests are viewing this topic.
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #60 on: April 15, 2008, 09:32:57 pm »

I LOVE the height mapping.  More sectors in the rural area, less in the urban.  There is a big sector on the city side that it too long.  Give an option for no rain.  I love the weather but some people's comps die.
Logged

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!
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #61 on: April 15, 2008, 09:39:42 pm »

Replay of the battle. #7172

[attachment deleted by admin]
Logged
GuardsmanKRT Offline
EIR Veteran
Posts: 53


« Reply #62 on: April 15, 2008, 09:42:40 pm »

I played the map today and found that the weather transitions KILLED MY FRAME RATE.

If they are not removed then I'm not going to be able to play that map, and neither will a good 30% of people in the community. I'm afraid even I, with my wicked tank micro skills, cant micro a tank out of Shreck line of site with five FPS. Most fps dips happend in the town, but when the rain started it was post card city.

Side note, my system runs all other maps fine and dandy.

As for the maps design, I liked it, it looked nice. The sectors need work, and perhaps a few of the buildings in town need to be merged to increase mortar effectiveness, but thats just gravy. I cant really give a good say on the rest of the map, as I was to focused on trying to keep my troops alive to really notice.

It would be fantastic if there was an option, which was set by default, to turn off the weather effects. Then you wouldn't have to lose them entirely, and I could enjoy the map.
Logged
salan
Guest
« Reply #63 on: April 15, 2008, 09:44:36 pm »

love teh map, but as before, still way to many sectors in teh city... make all that clump of sectors 1 ...


guards is kinda on with teh no buildings in the field, but guards think of it this way, if there were buildings there and you attacked from teh field not only would you fight teh city buildings but also teh field buildings, would be harder for attacking.



THERE GUARDSMAN I ADDED MORE TEHS FOR YOU

love love errr........,................
« Last Edit: April 15, 2008, 10:58:33 pm by salan » Logged
GuardsmanKRT Offline
EIR Veteran
Posts: 53


« Reply #64 on: April 15, 2008, 10:14:44 pm »

I didn't say that, some one else did. You were too busy to pay serious attention to who was talking in vent. No sweet, I forgive for that. What I cant forgive you for is the use of "teh" in your post Salan. Please, for the love of grammar, go back and edit that.

Regardless like I said, I cant really make serious suggestions until the weather is fixed.
Logged
iggi Offline
Community Mapper
*
Posts: 184


« Reply #65 on: April 16, 2008, 08:39:31 am »

love teh map, but as before, still way to many sectors in teh city... make all that clump of sectors 1 ...

I can make those changes tonight (including the weather option).

Al tho, there was much debate initially that the town (when only 3 or 4 sectors i think) made the town pointless for game play and everyone wanted a fight for the town with flanking territory surrounding.

I think at least 2 or 3 sectors would be necessary however to make the town worth defending to some extent.  It wouldn't be the pivotal map point but a significant area enough.  Agreed 6 is way too many.

I'll try One first as it will be easier to determine.
If it leave the town a ghost town I'll make it 2 or 3.


cheers
« Last Edit: April 16, 2008, 08:44:08 am by iggi » Logged

-iG-E
iggi Offline
Community Mapper
*
Posts: 184


« Reply #66 on: April 16, 2008, 08:44:39 am »

I LOVE the height mapping.  More sectors in the rural area, less in the urban.  There is a big sector on the city side that it too long.  Give an option for no rain.  I love the weather but some people's comps die.

i know what you're looking at.

i'll change it.
Logged
iggi Offline
Community Mapper
*
Posts: 184


« Reply #67 on: April 17, 2008, 01:40:51 pm »

Updated.
See Main post for changes
Logged
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #68 on: April 17, 2008, 01:49:33 pm »

Updated map database just because I'm a super speedy ninja.  But for future ref, please post the link in the map database thread as well.

Can you post a tactical map screenshot showing all the new sectors?

I'm a little concerned that the City will be less meaningful, but a screenshot would help the theorycrafting.
« Last Edit: April 17, 2008, 01:52:02 pm by Kolath » Logged
Demonic Spewn Offline
EIR Regular
Posts: 33


« Reply #69 on: April 17, 2008, 01:52:47 pm »

I think the city should have more sectors than the country, although maybe a slight change would be good.
Logged
iggi Offline
Community Mapper
*
Posts: 184


« Reply #70 on: April 17, 2008, 04:08:35 pm »

Updated map database just because I'm a super speedy ninja.  But for future ref, please post the link in the map database thread as well.

Can you post a tactical map screenshot showing all the new sectors?

I'm a little concerned that the City will be less meaningful, but a screenshot would help the theorycrafting.


ya.  everyone was saying 1 or 2 sectors. so i lopped it to 1.

Layout is on 1st post now.
Logged
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #71 on: April 17, 2008, 04:12:35 pm »

Attached here for easier discussion.  But Iggi, it is much easier to read when you post a screenshot of the in-game tactical map.

[attachment deleted by admin]
Logged
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #72 on: April 17, 2008, 04:14:10 pm »

It will require more playtesting, but I think the town might need more sectors.  We'll have to see.
Logged
TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #73 on: April 17, 2008, 07:39:36 pm »

There's a shell crater in the south that doesnt give yellow cover, and the detailless new spawn are annoying (esp. for retreating vehicles).  Other than that sector rework seems fine.

no ss the button broke :[

shoe wants optional weather
« Last Edit: April 17, 2008, 07:48:37 pm by TheDeadlyShoe » Logged
iggi Offline
Community Mapper
*
Posts: 184


« Reply #74 on: April 18, 2008, 08:26:04 am »

There's a shell crater in the south that doesnt give yellow cover, and the detailless new spawn are annoying (esp. for retreating vehicles).  Other than that sector rework seems fine.

no ss the button broke :[

shoe wants optional weather

Will Re-ck craters for coverage.

I'll be adding finishing touches to the new spawns, no worries.

They'll be very....scenic. 
So Sectors played ok?
Did the city loose much attention?

thx
ig
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #75 on: April 18, 2008, 08:31:29 am »

Make sure your next version has the filename 6p_ instead of 4p_.
Will have it changed in the .module!
Logged
iggi Offline
Community Mapper
*
Posts: 184


« Reply #76 on: April 18, 2008, 04:57:15 pm »

Make sure your next version has the filename 6p_ instead of 4p_.
Will have it changed in the .module!

cool beans, thanks unknown
Logged
TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #77 on: April 18, 2008, 10:56:04 pm »

seemed alright, although dash changed the module file to 6p st laurent so now noone can play it Smiley
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #78 on: April 19, 2008, 05:04:09 am »

Rename the file manually from 4p_ to 6p_...?  Roll Eyes
I'm sure he'll rerelease it as 6p_ soon.
« Last Edit: April 19, 2008, 05:53:05 am by Unkn0wn » Logged
iggi Offline
Community Mapper
*
Posts: 184


« Reply #79 on: April 20, 2008, 10:28:02 am »

Updated Vers. Will be out tonight.

Not changing the sectors yet, as I haven't really heard much complaint that the town loses significance.

It is still a dominating landmark that can choke avenue's of approach.
« Last Edit: April 20, 2008, 06:00:22 pm by iggi » Logged
Pages: 1 2 3 [4] 5 6 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.