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Question: Finish & Release?
Yes - 42 (93.3%)
No - 3 (6.7%)
Total Voters: 45

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Author Topic: Hoffensturghen - Winter  (Read 28981 times)
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #20 on: February 13, 2008, 11:05:52 am »

This thread is about Hoffensturghen, not industrial complex or any other map.
Cleaned.
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Henry666 Offline
EIR Regular
Posts: 1


« Reply #21 on: February 13, 2008, 01:53:32 pm »

Hi guys, dont wanna highjack this thread but just to make things clear - I made a map for BotB last summer, I am currently not involved in it anymore(maybe when OF version comes out). Currently me and Mannerheim are working on something bigger (minipreview here: http://www.aowmaps.net/dr.html). So, I am pretty busy atm. But maybe I could make some nice mp maps out of the stuff I am currently doing... we can see when we`re done with our current project Smiley. Anyway, this map here looks nice Smiley
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fldash Offline
Founder
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Posts: 9755


« Reply #22 on: February 13, 2008, 02:48:57 pm »

Hijack any thread you want.  I know you are busy, don't mind us, we just love your maps.
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #23 on: February 15, 2008, 12:52:05 pm »

w000t here it comes, first answer wich is actually about HOFFENSTURGHEN...

you should add a weather option or remove the snowfall, because due to some ppls computer we had to abort every time i made ppl play the map
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Klagt nicht, kämpft!
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #24 on: February 15, 2008, 01:13:43 pm »

Texas found a way to have a snowfall on/off weather condition for Hurtgen Snow I believe, might be worth looking into.
I'd advice all snow maps to do so, this way users with low-end PCs can still enjoy your maps without being lagged out by the weather.

(That or simply have very little snowfall, possibly even with transitions Smiley.)
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iggi Offline
Community Mapper
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Posts: 184


« Reply #25 on: February 15, 2008, 03:20:06 pm »

LOL Stein Cheesy

S'all good.
Yeah I've intended to add at least two weather options to each map (one transitioning and one 'economy performance')

Just being lazy.

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


« Reply #26 on: February 19, 2008, 10:29:38 am »

1. Map's slightly too large for a 3vs3, perhaps you should consider downsizing slightly? (You can stamp it)
2. Map is a little too open imho, it could use some chokepoints, areas of cover, etc.
(Foxholes, some minor trenches, knocked trees, some additional houses)
3. Loading screen text (mapname, creator) is obstructed by team window
4. Map preview image needs some improving, the circles & numbers drawn in paint are a little off Tongue.
5. Snow needs some decreasing, maybe even have transisting weather.
(Or non-snow weather option for the less fortunate pc owners)
6. Sector layout needs a lot of improving, put more emphasize on the important areas rather than some random forest areas in the back? (If this is done properly, the map won't feel too large and you won't have to downsize)

Concept's good, looking forward to future versions.
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iggi Offline
Community Mapper
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Posts: 184


« Reply #27 on: February 19, 2008, 11:53:13 am »

Sectors were Extremely Beta.  They need an overhaul.  Loading screen was temporary just to have something; as well as Map preview image, but dually noted. Thanks for the feedback.
I find it odd it seems too big for 3v3?  It's converted from a 3v3 map.
I'll try some revisions but if needed will stamp it to a smaller map or fill in gaps with large tree sections/other choke points.  The fine line between (its too open & its too small/cant maneuver). 

Would it be preferable to have smaller open areas with choke points or Small sectors that focus only on key areas?

Planned Changes:

- Sector Re-Work
- 2 Weather options
  *Clear Sunny (for economy machines)
  *Transition Snow (lightend up for overall performance)
- Condense/Choke points via forests with defensive trench positions
- Open to further suggestions ( please comment )

Main things i'm curious about:
1) Needed changes aside, is the map fun/worth playing?
    Dont' be shy.  I'm not against scrapping a map if it's not likely to see         
    play.
2) Expanded forested Areas or Expanded Towns to fill the map out?
3) Key Trench "Networks" or Grouped "Foxholes"?


Any other comments?

Thanks!

iggi


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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #28 on: February 23, 2008, 10:34:57 am »

Quote
1) Needed changes aside, is the map fun/worth playing?
    Dont' be shy.  I'm not against scrapping a map if it's not likely to see         
    play.

I like the concept, sector wise though you could consider using a design simular to that of Westfalen.
Steinmarder was one of the first to experiment with this kind of design and from my experience I must say it works out great and makes square maps a lot more enjoyable for EiR. It takes away the downside of rectangular maps (not having enough flanking space) and the downside of square maps (having too many sectors you'll never fight for to begin with, allowing a capping-war)

Basically this means that you only lay sectors in and around the important areas of the map. The flanks (being the large plain forest areas surrounding the town) would for instance have little to no sectors and all the sectors would be located around the middle. This puts the main emphasize of the game in the areas you want users to focus on the most but still allows them to do a large flanking manouver. It's particularly interesting because it also allows users to make a surprise attack.


Quote
2) Expanded forested Areas or Expanded Towns to fill the map out?
Expand the town, there's plenty of forest area as it is, it could use some more buildings surrounding the town.
(Right now it's more a village than a town) Having some more roads leading through the map would be interesting too, from what I recall there's not that many atm.


Quote
3) Key Trench "Networks" or Grouped "Foxholes"?
I believe some improvised 'defensive areas' (as in foxholes and some quick sandbags) would fit better with the theme of this map than a real solid trench system like in Hurtgen Snow. A combination works too, just make sure it doesn't simply benefit one side and prevent it from becoming world war I Wink.
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BradAxis Offline
EIR Veteran
Posts: 252


« Reply #29 on: February 23, 2008, 10:37:58 am »

is there any way we can  turn off the snow effects? pretty badlly lagging
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iggi Offline
Community Mapper
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Posts: 184


« Reply #30 on: February 26, 2008, 09:44:45 am »

is there any way we can  turn off the snow effects? pretty badlly lagging

There will be a non-snowy weather option out hopefully tonight.
I know it's been an issue on some community players so i'll try to get it out tonight.

Thanks - iggi
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iggi Offline
Community Mapper
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Posts: 184


« Reply #31 on: April 15, 2008, 03:46:51 pm »

Breif update on Hoff:

map has undergone MAJOR changes.

Center villiage has become a very urban city: raised sections reminiscent of St. Laurent, massive town damage; very gritty, with outlaying woods and towns.

Primary weather option will be clear/fog for performance;
optional snowy/blizzard (for u big masters of the high end pc universe)

Will post new screenies very soon.
Be prepared to have fun.

P.S.
If at all possible, can I get a show of hands;

Keep 3v3, or go 4v4?

Cheers,

ig
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #32 on: April 15, 2008, 03:54:29 pm »

You could do the 6-8 player route.
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salan
Guest
« Reply #33 on: April 15, 2008, 03:59:07 pm »

ig you goin to make the sectors mcp friendly? will be nice to see your maps again!
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iggi Offline
Community Mapper
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Posts: 184


« Reply #34 on: April 15, 2008, 04:01:39 pm »

ig you goin to make the sectors mcp friendly? will be nice to see your maps again!

Yes; mcp deff.seems to be the way to go.
I updated sectors but couldn't test it bc of the 2.3 patch disabling the -dev argument.

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iggi Offline
Community Mapper
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Posts: 184


« Reply #35 on: April 15, 2008, 06:19:16 pm »

Anyone Know what to make of this?


Game loads, world spawns, but nothing moves.  Game doesn't actually start?
Tac map in corner has Field of View (troop visual range) in black?

 Huh

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



« Reply #36 on: April 15, 2008, 06:24:44 pm »

Scar error of some sort.  Open the console and look what it says.  You probably have an error with objects or markers.  Or a problem with the spawn points.

Console is: ctrl+shift+~
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iggi Offline
Community Mapper
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Posts: 184


« Reply #37 on: April 15, 2008, 07:11:58 pm »

fixed
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iggi Offline
Community Mapper
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Posts: 184


« Reply #38 on: April 20, 2008, 10:10:58 pm »

New Screens.
Nearing beta2 release.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #39 on: April 20, 2008, 10:22:47 pm »

Looks very fucking awesome Iggi, how much time you put into the map?
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