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Author Topic: [BETA] 6p_Westfalen  (Read 11579 times)
0 Members and 4 Guests are viewing this topic.
Steinmarder Offline
EIR Veteran
Posts: 404


« on: January 13, 2008, 03:21:57 am »

http://files.filefront.com/6p+Westfalensga/;9867521;/fileinfo.html


last update: 22nd of March

Check the last post for changelog, new sector layout added
Note that the green area in the middle are 3 sectors



« Last Edit: April 29, 2008, 05:33:15 am by Steinmarder » Logged

Klagt nicht, kämpft!
Thtb Offline
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
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #2 on: January 13, 2008, 05:12:04 am »

here

[attachment deleted by admin]
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #3 on: January 13, 2008, 06:12:41 am »

Needs some more detail and atmosphere Smiley.
People with slow PCs will have their textures on low anyway.
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Apex Offline
Honoured Member
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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 Offline
No longer retired
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Posts: 18377


« 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.
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Kolath Offline
Commander, 2nd Infantry Division
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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.
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Steinmarder Offline
EIR Veteran
Posts: 404


« 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
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DeadlyShoe Offline
EIR Veteran
Posts: 470


« 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.

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This may be the most offensive thing I've read.  At least, today.
Unkn0wn Offline
No longer retired
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Posts: 18377


« 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.
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Steinmarder Offline
EIR Veteran
Posts: 404


« 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
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #11 on: February 29, 2008, 02:27:54 pm »

A topdown view (the .tty file, or was it the .tml, I forgot Smiley) would be slightly easier for everyone to see the philosophy behind the sector design I believe. But this works too I guess Smiley.
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Thtb-Ally Offline
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.
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DeadlyShoe Offline
EIR Veteran
Posts: 470


« 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.
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Steinmarder Offline
EIR Veteran
Posts: 404


« 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
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Kolath Offline
Commander, 2nd Infantry Division
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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.
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Steinmarder Offline
EIR Veteran
Posts: 404


« 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.  Undecided
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salan
Guest
« 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.
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TheDeadlyShoe Offline
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.
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Steinmarder Offline
EIR Veteran
Posts: 404


« 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.
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