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Author Topic: [BETA] 6p_Bastion  (Read 29337 times)
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #20 on: February 15, 2008, 01:44:26 pm »

overhead

edit: removed old overhead, new overhead below
« Last Edit: February 16, 2008, 08:43:05 pm by Lolto » Logged

Life or Lack There Of
Lolto Offline
EIR Veteran
Posts: 950


« Reply #21 on: February 16, 2008, 08:47:34 pm »

02-16-08 NEW VERSION: BETA 2 ONLINE--



Changelog:

-Fixed Map Preview images.
-Made the map more accessable with more paths throughout the swamp
-Added various details around the map
-Revamped Sector Layout
-Another weather option added for a total of 3 combined options

Hoping that the map will play out a little easier now for the attacking side and the new sector system should make the map overall more balanced.  Please test it out and enjoy, give me feedback to chew on!

[attachment deleted by admin]
« Last Edit: March 02, 2008, 04:31:27 am by Lolto » Logged
Ucross Offline
Honoured Member
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Posts: 5732


« Reply #22 on: February 16, 2008, 08:51:04 pm »

This map looks huge.  4v4?
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #23 on: February 16, 2008, 08:52:23 pm »

This map looks huge.  4v4?

Its just slightly bigger than st. hillaire... its not that big...
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #24 on: February 17, 2008, 12:40:56 pm »

Still need players to test out beta 2.  new link has been up since yesterday.
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #25 on: February 17, 2008, 12:51:57 pm »

is it moduled?
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #26 on: February 17, 2008, 12:54:42 pm »

is it moduled?

It's archived...
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iggi Offline
Community Mapper
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Posts: 184


« Reply #27 on: February 18, 2008, 10:33:54 am »

I enjoyed the map Lolto; has a nice feel to it from my p.o.v.

I'm partially inclined to agree with Steinmarder about the High wall bordering the town.
I don't beleieve it's a problem really. I dont think removing it will make the town easier to attack.
Just seems out of place a little. 

Myself and DrNick defended the town from the NW with Saint and Nevyn attacking from the SE and we held them up untill the last 15 mins or so.  It wasn't that they exploited a map glitch to gain advantage; there WERE some silly things that happend (a stug with a breath  of health taking a sticky in the rear and not being destroyed;; had several 5 man rifle teams go from 5 - 1 in a single p4 shot.)  This didn't cost us but it made it very difficult. 

Nev and Saint made very good use of Mortor and Pak38 attacks and gained enough foothold in the town late game to balnce the cap. 

Wall seems out of place but i wouldn't motion that it be removed per say.  Imho, it was not a factor in us losing while defending. 

Would love to see the swamp area develoup with more weeds/grasses and get a really gritt and grim; living breathing look to it.

Very nice work Lolt

Keep us posted on changes!

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


« Reply #28 on: February 18, 2008, 11:53:19 am »

After attacking i'd note it is exceedingly difficult to mount an offense.
Vet 1 troops against vet 2 & 3s doesn't help.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #29 on: February 18, 2008, 03:40:09 pm »

Thanks for the feedback Iggi, I like the wall thats why I put it in lol, not sure what to do about making it easier to attack there isn't much more breathing room for change in it unless I got rid of half the town... as for the swampy gritty feeling I will be adding that in on the final version of the map.

I hope the changes I have made for beta 2 involving more accessability around the map have helped.  If anyone else has any feedback on changes I should make please let me know, thanks.

edit: Also if anyone else plays some matches on it I would appreciate any saved replays with the battle number so I can further study how these games play out, thanks again.
« Last Edit: February 18, 2008, 03:42:55 pm by Lolto » Logged
Lolto Offline
EIR Veteran
Posts: 950


« Reply #30 on: February 20, 2008, 09:42:52 pm »

Unless there is much more feedback on the map then I suppose finalising it in the coming weeks will be all thats needed, couple more touch ups and the rest of the detail work.  So if there are any other suggestions please let me know.  Smiley
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #31 on: February 22, 2008, 05:11:59 am »

Sector layout is fail

Fewer sectors. Also, why do we spawn in the corner, and then have to run to the other corner to cap sectors?

Rework it with about half as many sectors and it will play much better.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #32 on: February 22, 2008, 12:31:28 pm »

Sector layout is fail

Fewer sectors. Also, why do we spawn in the corner, and then have to run to the other corner to cap sectors?

Rework it with about half as many sectors and it will play much better.

Thats like asking why you have to go anywhere on the map to capture sectors... Is there any other reason besides them 'failing'?  Are there any areas on the map in particular you think should have less sectors... or am I suppose to guess?  I could possibly remove a sector from the corners opposite of the spawns, but even thats asking a bit considering the fact that there would start to be super huge sectors.

Once again appreciate any feedback anyone has, just trying to make my map the best it can possibly be.  Smiley
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salan
Guest
« Reply #33 on: February 22, 2008, 12:37:04 pm »

HEy lolto i like this map, we played on it last night, map was definitely a factor, but i think it was more to do with our enemies lack of capping rather then the map LAYOUT.

Its not a small map, people need to not become centered on the town as the only fighting place. that road for instance is the win or lose spot of the game.  5 very small clustered sectors, you control that you win, and its not far to go from each to the other!

Personally I enjoyed this map, but like they said starting BOTH people in the corners was kinda odd, the allies start being far from the road side was very difficult to cover that side of the map, i Believe the axis were on that side already...  imho one on either side would fix a lot of the issues people might perceive (remember half of issues are really just psychological in nature)
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #34 on: February 22, 2008, 12:40:15 pm »

So you think the player spawns should be spread out a bit more on either side to compensate for the map layout?
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salan
Guest
« Reply #35 on: February 22, 2008, 12:45:13 pm »

well it would make it easier, we were in the far corner from the road.. if the enemy had pushed there at all we would have been hooped bad for map control, but the fighting took place mostly in teh city...

I think if you start one person out in each corner you would achieve a much more balanced map, and more of hte map would be used
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #36 on: February 22, 2008, 12:52:44 pm »

Alrighty then thanks for the feedback, that'll be tested out in beta 3. Smiley
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #37 on: February 22, 2008, 01:07:53 pm »

I was in the game with Salan, and I will freely admit Bonte and I played poorly.  However, I would say that you might want to reduce the number of sectors.  I would suggest try reducing it by two.
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #38 on: February 22, 2008, 01:40:55 pm »

Definately needs less sectors on that flank, imho the sector should be valuable but definately not that valuable Smiley.
I also agree with the idea of spreading out the starting positions across rather than in a corner, this makes the actual battle-zone smaller but also gives people less sectors to worry about.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #39 on: February 22, 2008, 01:55:04 pm »

I'll see what I can do, thanks guys. Smiley
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