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Author Topic: [BETA] 6p_Bastion  (Read 29368 times)
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #40 on: February 22, 2008, 03:50:29 pm »

you have to remove / combine a load of the sectors, 28 is just way too much for a 2v2

if one side manages to push the other back once and cap on the way, you have no chance of getting enough sectors back in time before its over.

I would suggest:

- combine at least 4 sectors in the spawn areas to 1 (on both sides -> "only" 20 sectors left)

- combine the tiny sectors on the one flank / equally combine sectors on the other flank


the way it is at the moment it can happen that you just "loose" while in the middle of the fight cause 1 halftrak runs around a flank capping 15 sectors
Logged

Klagt nicht, kämpft!
Thtb-Ally Offline
The German Guy on the Ally side?
EIR Veteran
Posts: 1812


« Reply #41 on: February 22, 2008, 04:14:31 pm »

This will maul abeville all over the place.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #42 on: February 27, 2008, 08:19:44 pm »

UPDATED 02-27-08: BETA 3 ONLINE



CHANGE LOG 02-27-08:

-Slightly adjusted starting spawns.
-Revamped Sector Layout-- LESS SECTORS

[attachment deleted by admin]
« Last Edit: March 02, 2008, 04:27:52 am by Lolto » Logged

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


« Reply #43 on: March 02, 2008, 12:33:39 am »

Still going to need input on the new version, only a few people have downloaded it.  Let me know if anything else sector-wise needs to be changed, else the only thing really left to do is more detail work.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #44 on: March 02, 2008, 04:28:07 am »

UPDATED 03-02-08: BETA 4 ONLINE


CHANGE LOG 03-02-08:
-Now a 6 player map.

NOTE: You need to update the .module file for EIR manually to get the map to function, add:

"archive.35 = EuropeInRuins\Archives\6p_Bastion" into the file without the quotes.  hopefully it will be updated automatically soon.

[attachment deleted by admin]
« Last Edit: March 06, 2008, 11:41:45 pm by Lolto » Logged
Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #45 on: March 02, 2008, 05:06:23 am »

A 6p version, good idea. Im eager to try it out. Could you give us an updated overhead screen too? (would like to see how the sector layout looks now)
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DeadlyShoe Offline
EIR Veteran
Posts: 470


« Reply #46 on: March 02, 2008, 05:16:02 am »

Lolto you can just name it 4p_bastion for now and the module file'll load it.
Logged

This may be the most offensive thing I've read.  At least, today.
Lolto Offline
EIR Veteran
Posts: 950


« Reply #47 on: March 02, 2008, 05:59:10 am »

Lolto you can just name it 4p_bastion for now and the module file'll load it.

Well people will have to rename it for now then if they want, I still want the 4 player version available for the time being.

And the sector layout.



[attachment deleted by admin]
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #48 on: March 03, 2008, 01:02:20 am »

THIS SIR IS A GREAT MAP 3v3.


Great game played, it is beautiful and the sectors are very nicely balance.  We need this to be added to the module ASAP!!!!

It will see a lot of play and in all honestly has the very real possibility of replacing Abbyville as the #1 3v3 map.

Lolto the town is very very nice too.
« Last Edit: March 03, 2008, 01:05:34 am by DasNoob » Logged

Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
Tkaudi
Guest
« Reply #49 on: March 03, 2008, 01:24:06 am »

its nice to have some more options for 'balanced' maps.. abbyville, bastion, and lambert ... mmm
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #50 on: March 06, 2008, 11:45:47 pm »

UPDATED 03-06-08: BETA 5 ONLINE

http://files.filefront.com/6p+Bastionsga/;9769723;/fileinfo.html

CHANGE LOG 03-06-08:
-More Sight Blockers (88 Flak has more difficulty firing half-way across the map for example.)
-More cover added throughout the map.
-Some buildings are easier to destroy.
-More detail added.

Please let me know if you have any issues with the map or have any suggestions on what I should change.
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Unkn0wn Offline
No longer retired
*
Posts: 18377


« Reply #51 on: March 07, 2008, 03:15:36 pm »

Yum yum, keep it up!
The map can be a bitch to attack on but pretty balanced and fun to play so it's definately one of the better custom 3vs3 maps atm.

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Lolto Offline
EIR Veteran
Posts: 950


« Reply #52 on: March 09, 2008, 12:21:53 pm »

If there are no additional comments or suggestions on the map then the last thing I have to do would be more detail work and some more cover work then finalization, other then that it will be finished soon unless there is something I missed.  Smiley
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #53 on: March 09, 2008, 12:28:54 pm »

The only thing I might change is maybe turning the town into one sector to lessen the MCP cascade.  Although I haven 't played it yet with the new MCP timings.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #54 on: March 09, 2008, 01:17:28 pm »

The only thing I might change is maybe turning the town into one sector to lessen the MCP cascade.  Although I haven 't played it yet with the new MCP timings.

That's a possibility but take into account the town is quite large and becomes quite the war-zone, so if it is just one sector progression within the map might slow down dramatically.  As for the MCP timings, does the pop drop faster later on in the game? I haven't looked much into it.
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Thtb-Ally Offline
The German Guy on the Ally side?
EIR Veteran
Posts: 1812


« Reply #55 on: March 09, 2008, 01:41:03 pm »

I woud make the 2x 4 sector´s till the middle like 2 and 3.
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salan
Guest
« Reply #56 on: March 09, 2008, 01:43:59 pm »

The only thing I might change is maybe turning the town into one sector to lessen the MCP cascade.  Although I haven 't played it yet with the new MCP timings.

That's a possibility but take into account the town is quite large and becomes quite the war-zone, so if it is just one sector progression within the map might slow down dramatically.  As for the MCP timings, does the pop drop faster later on in the game? I haven't looked much into it.

1 sector would be bad, would be impossible to ever capture it, but it WOULD mean less sectors for bleed, and force attackers into the swamp more.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #57 on: March 09, 2008, 02:08:38 pm »

I can't see how it would be a good thing, forcing the attackers into the swamp area would be a bad thing, it should be a choice I reckon, otherwise you are looking at an impossible defense to break with one whole sector taking up the city and the defense position in the swamp would make for a somewhat lacking map I feel.

I don't think changing around the sectors will be my concern in this map anymore, as it stands its fine and at the start of the match the defender usually controls only 3 more sectors in their favor at the beginning and most of the time they are difficult to keep control of so it makes for a very slow steady leak when the ball gets rolling.

As for other things, if there are any other concerns besides the sector please let me know every little bit helps.
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DeadlyShoe Offline
EIR Veteran
Posts: 470


« Reply #58 on: March 09, 2008, 02:10:48 pm »

I find that either you have the town, you don't, or its being fought over. It's not big enough to really just 'hold it' with one guy.

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Lolto Offline
EIR Veteran
Posts: 950


« Reply #59 on: March 11, 2008, 02:55:11 am »

The map has entered its final stages, I will leave the current version as is for a few more weeks in-case any other problems occur and the next version will contain full details throughout the map for a final version of the map.

Let me know if anyone encounters any problems it will be in its current state for 2-3 weeks.
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