|
Thtb

The German Guy
EIR Veteran Posts: 3875
|
« Reply #1 on: January 13, 2008, 05:01:42 am » |
|
Looks good!
Where are the spawn´s?
Make sure they are connected with the other territory
|
|
|
Logged
|
|
|
|
Steinmarder
|
« Reply #2 on: January 13, 2008, 05:12:04 am » |
|
here
[attachment deleted by admin]
|
|
|
Logged
|
|
|
|
Unkn0wn

No longer retired
 Posts: 18379
|
« Reply #3 on: January 13, 2008, 06:12:41 am » |
|
Needs some more detail and atmosphere  . People with slow PCs will have their textures on low anyway.
|
|
|
Logged
|
|
|
|
Apex

Honoured Member
 Posts: 2971
|
« Reply #4 on: February 18, 2008, 01:10:04 pm » |
|
Very nice map. I like the idea that map itself allows a lot of maneuvering on the fields of the flanks, but that the actual sectors to cap are mostly in the town. Enjoyed this map.
Suggestions:
- most ruins are like made out of cardboard. You can push them aside with motorbikes. Looks weird and plays out very unrealistic. - the railway station skeleton lacks rubble splats. - there are some houses ´standing in free space, although their architecture would make them row houses, in line with others. - the region outside of the town is too empty. Especially the north. - smoke from the fire at axis spawn is bugged.
An updated version would be great.
|
|
« Last Edit: February 18, 2008, 02:16:55 pm by Apex »
|
Logged
|
|
|
|
Unkn0wn

No longer retired
 Posts: 18379
|
« Reply #5 on: February 18, 2008, 02:06:29 pm » |
|
Needs a lot of graphical enhancing, right now it really does not meet the high quality Relic standards. I like the concept though, it has a lot of potential but I urge you to check out how Relic does ruins and destroyed cities and learn from that.
|
|
|
Logged
|
|
|
|
Kolath

Commander, 2nd Infantry Division
 Posts: 2382
|
« Reply #6 on: February 18, 2008, 02:56:53 pm » |
|
Look at Caen, St. Lo, and Lyon for examples of ruins. I have been poring over them and making stamps for use in my next project. One key is putting down lots of rubble, and then adding height to the rubble to make it impassible.
|
|
|
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!
|
|
|
Steinmarder
|
« Reply #7 on: February 19, 2008, 10:57:58 am » |
|
new, visually enhanced version is coming right now (link in a sec in map database)
also both sides should be equally balanced to attack/defend added that wished for passage on the northern field, it is a direct connecting of the spawn zones there now also added 1 more passage on the eastern flanks (1 pice of hedge removed) to allow for an easier advance (with infantry)
have to apologize for those cardbord ruins, replaced all of them with actual ruin walls was the first time i used them in a map
|
|
|
Logged
|
|
|
|
DeadlyShoe
|
« Reply #8 on: February 20, 2008, 04:17:10 pm » |
|
There's not enough cover in most of the map, virtually all the fighting seems to be in no/negative cover.
The long wooden fences need gaps so infantry can get through. Especially the wooden fence on the rail line, I had airborne drift over and there was no way through.
|
|
|
Logged
|
This may be the most offensive thing I've read. At least, today.
|
|
|
Unkn0wn

No longer retired
 Posts: 18379
|
« Reply #9 on: February 23, 2008, 10:39:33 am » |
|
Can you post a screenshot of your sector design? I'd like to use it for further reference as it's truely a great concept with a lot of potential.
|
|
|
Logged
|
|
|
|
Steinmarder
|
« Reply #10 on: February 25, 2008, 07:04:37 am » |
|
eh, the very first screenshot is outdated regarding the exact look of the map, but the sectors didnt change
|
|
|
Logged
|
|
|
|
Unkn0wn

No longer retired
 Posts: 18379
|
« Reply #11 on: February 29, 2008, 02:27:54 pm » |
|
A topdown view (the .tty file, or was it the .tml, I forgot  ) would be slightly easier for everyone to see the philosophy behind the sector design I believe. But this works too I guess  .
|
|
|
Logged
|
|
|
|
Thtb-Ally

The German Guy on the Ally side?
EIR Veteran Posts: 1812
|
« Reply #12 on: March 01, 2008, 01:47:55 pm » |
|
From the last 2 games i played on it;
-Great Sector layout. Evryone focuses on fighting. -Needs more heavy inf. cover (rubble, burned car´s, sandbag´s) imo. -City center plx? The chance from green woods to city is to sudden imo. Add some dirt / farm-buildings or therelike. Road´s coud need some minor detail´s.
|
|
|
Logged
|
|
|
|
DeadlyShoe
|
« Reply #13 on: March 01, 2008, 04:47:04 pm » |
|
The map seriously needs assloads of cover, especially in the top and left areas. Emptiness is boring.
|
|
|
Logged
|
|
|
|
Steinmarder
|
« Reply #14 on: March 04, 2008, 01:57:05 pm » |
|
I need input if there is too much stuff on the map now, slowing games down.
The one I could play was kinda "not at full speed" but I have no idea if it was 1 persons pc, relic, internet connection in general between the players or the map.
If anyone notices lag wich could be caused by the map, please!! let me know.
Otherwise ill bombard the map with splats asap (could be a day or a month, when i have the time) to further "finalize" it
|
|
|
Logged
|
|
|
|
Kolath

Commander, 2nd Infantry Division
 Posts: 2382
|
« Reply #15 on: March 04, 2008, 02:06:22 pm » |
|
Stienmarder, have you gone through the "Optimization" section of the worldbuilder relicwiki? If not, I recommend checking each item on their list.
|
|
|
Logged
|
|
|
|
Steinmarder
|
« Reply #16 on: March 04, 2008, 02:15:15 pm » |
|
I know, thanks None of my maps should run bad on any pc because i use a really "low resource" way of building them since I read that thread. I just want to make sure I didnt miss something / assurance that it was a 1 time issue caused by something else. And maybe remind the community of giving more of the much needed input on beta maps. Its allways the same 5 ppl posting here. 
|
|
|
Logged
|
|
|
|
salan
|
« Reply #17 on: March 04, 2008, 02:40:40 pm » |
|
did you cahnge the sectors? the one thing i thought of was adding 1 more large sector on the NE side of the map, kinda like a duplicate of the yellow one in the SW corner. this would open up the map for more defense and attack and force everyone to cover more then a fraction of the map.
|
|
|
Logged
|
|
|
|
TheDeadlyShoe

Weapon of Math Destruction
EIR Veteran Posts: 1399
|
« Reply #18 on: March 04, 2008, 02:46:37 pm » |
|
Performance seemed fine to me - but then again, I have a high-end computer. Soo.. hm.
|
|
|
Logged
|
|
|
|
Steinmarder
|
« Reply #19 on: March 04, 2008, 03:07:32 pm » |
|
The adding of the sector is still under consideration salan. I would like to see the sector in the south used with the possibilitys its offering (like completely flanking the defense line in the town AND cap behind the line) before adding another, way more accesible one to the north.
|
|
|
Logged
|
|
|
|
|