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[WIP Conversion] Fueldepot 3v3
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Topic: [WIP Conversion] Fueldepot 3v3 (Read 7507 times)
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Draygon
EIR Veteran
Posts: 1636
[WIP Conversion] Fueldepot 3v3
«
on:
January 10, 2008, 01:14:20 pm »
Im working on converting this to a EIR map, the creator has given permission, play test it and let me know what needs to be changed/worked on. The map was originally created by
Nobody
, I have several more that will be converted shortly as well.
http://files.filefront.com/6p+Fuel+Depotsga/;9493829;/fileinfo.html
«
Last Edit: January 23, 2008, 02:08:59 pm by Draygon
»
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DasNoob
EIR Veteran
Posts: 3430
Re: [WIP Conversion] Fueldepot 3v3
«
Reply #1 on:
January 10, 2008, 01:23:40 pm »
the theme will fit in with the war map nicely.
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Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!
Quote from: Smokaz on February 24, 2010, 11:45:39 am
You have DasNoob who uses the mod as COHTV
Unkn0wn
No longer retired
Posts: 18379
Re: [WIP Conversion] Fueldepot 3v3
«
Reply #2 on:
January 10, 2008, 02:02:57 pm »
I'd like to see the sector layout to see if it works with eiR.
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Draygon
EIR Veteran
Posts: 1636
Re: [WIP Conversion] Fueldepot 3v3
«
Reply #3 on:
January 10, 2008, 02:03:40 pm »
Need to play it to see if they will work, Ive adjusted some, may need to adjust some more.
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fldash
Founder
Posts: 9755
Re: [WIP Conversion] Fueldepot 3v3
«
Reply #4 on:
January 10, 2008, 02:04:41 pm »
Isn't it fairly easy to wipe sectors clean on a map and re-do them?
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Unkn0wn
No longer retired
Posts: 18379
Re: [WIP Conversion] Fueldepot 3v3
«
Reply #5 on:
January 10, 2008, 02:07:34 pm »
Pretty much.
Although some relic maps require map entry points to be changed too.
(Hedgerow, Wolfheze, etc --- they're pretty much unplayable
)
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Apophiss
EIR Veteran
Posts: 76
Re: [WIP Conversion] Fueldepot 3v3
«
Reply #6 on:
January 10, 2008, 02:07:56 pm »
Yes, we just need to test this to see how things work. There may be a few to many sectors not sure until we test it out.
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Draygon
EIR Veteran
Posts: 1636
Re: [WIP Conversion] Fueldepot 3v3
«
Reply #7 on:
January 23, 2008, 02:09:36 pm »
Updated this today, please add it to the module so we can start the testing, will post download link in the database.
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DeadlyShoe
EIR Veteran
Posts: 470
Re: [WIP Conversion] Fueldepot 3v3
«
Reply #8 on:
February 10, 2008, 09:27:24 pm »
Map is way too frigging easy to defend. Two chokepoints with immense prebuilt defenses. Do not recommend anyone playing it until the map is rebalanced.
[attachment deleted by admin]
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This may be the most offensive thing I've read. At least, today.
Unkn0wn
No longer retired
Posts: 18379
Re: [WIP Conversion] Fueldepot 3v3
«
Reply #9 on:
February 11, 2008, 05:33:35 am »
lmao
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Apex
Honoured Member
Posts: 2971
Re: [WIP Conversion] Fueldepot 3v3
«
Reply #10 on:
February 11, 2008, 07:36:42 am »
There is a hole in the defenses, right there, do you see it?
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Duvka
EIR Veteran
Posts: 159
Re: [WIP Conversion] Fueldepot 3v3
«
Reply #11 on:
February 11, 2008, 07:47:25 am »
This map reminds me of Bunkers, premade defenses(trenches) with chokepoints from every flank.
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Profile's: Duvka, Razor, KleinInDerHosen, Akvud.
Draygon
EIR Veteran
Posts: 1636
Re: [WIP Conversion] Fueldepot 3v3
«
Reply #12 on:
February 11, 2008, 09:35:01 am »
Hmm I didnt (and dont) think the map is that hard to attack, yes its difficult but..umm shouldnt it be for the attackers? Im tired of maps where the defenders dont get to actually set up defenses, and end up on the offensive more than 50% of the time.
Myself, Apex and I think RangerSpam (might have been Brad) played on that map and we were defense, lost on it too (my connection cut out, but before that the attackers had broken through on the right side and were pushing up, so that made the trenches null and void by that point)
It has its downsides for the attackers too, first off the trenches are so far down there that by the time the 3 min timer is up you have just got there and only then can you set up your defensive line. Getting a tank down to that line is hard because you have to micro it through another set of trenches/tt's further back in map.
I think if people would stop being in the mind set that attackers have to have it easy and actually be in the mindset that "this is going to be a hard fought battle" they would like more maps, including this one, and DDay (once I fix DDay a bit more that is)
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Unkn0wn
No longer retired
Posts: 18379
Re: [WIP Conversion] Fueldepot 3v3
«
Reply #13 on:
February 12, 2008, 06:05:55 pm »
I'd need to get some more feasability checks but tbh I don't see it working out that well.
I'd rather have it that you dedicate the little time you have to finetuning D-day, St. Vith, etc maps that I really know people will and want to play. (And hopefully some new conversions in the future)
I appreciate the work you've put into all these conversions btw.
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GammaCommander
EIR Veteran
Posts: 651
Re: [WIP Conversion] Fueldepot 3v3
«
Reply #14 on:
February 12, 2008, 06:18:55 pm »
The map's sector layout is horrible. The attackers are constantly on the verge of kicking kicked out of the battle and it's nearly impossible to hold any sector aside from the 3 you spawn on because they stretched deep into the defender's territory. The trenches are horrible and retreating units often get stuck. The pathfinding goes nuts and you'll often have 1-2 men from a squad outside of the trench. Assaulting a position is difficult because we'll be faced with at least 1/3 of the enemy's forces sitting on the exact same territory. Even then, capping is a huge hassle because all they need to do is send a few squads on to the sector we had just captured and it'll be converted back forcing us to keep our troops sitting on a single sector. The fuel depot in the middle is difficult to reach and mortars will wreck havoc on any troops trying to move further. The fact that there are only two chokepoints for a three player map means at least 1/3 of the enemy forces will be guarding one of them. Throw in a few Bunkers and low popcap Anti-Tank (Paks, PanzerSchreck squads) and it'll be nearly futile to even try to assault.
I'm serious, you need to carpet bomb the defenses to be able to really make any kind of offense. Or just nuke the place so it'll be one giant flat wasteland so that'll at least be more reasonable.
My suggestions for this map. Open up a third chokepoint, cut holes in the trenches so your troops can get out of them more easily, add more territory on the outskirts so the attackers wouldn't be constantly threaten off map, and add some roads.
«
Last Edit: February 12, 2008, 06:20:27 pm by GammaCommander
»
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AirborneCommander - Blank
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