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[BETA] 6p_Westfalen
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Topic: [BETA] 6p_Westfalen (Read 12970 times)
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DasNoob
EIR Veteran
Posts: 3430
Re: [BETA] 6p_Westfalen
«
Reply #20 on:
March 12, 2008, 01:31:02 am »
Picture of a broken building. Once you put units in it you get the HQ building options.... well an odd mix of them actually.
[attachment deleted by admin]
Logged
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
Steinmarder
EIR Veteran
Posts: 404
Re: [BETA] 6p_Westfalen
«
Reply #21 on:
March 12, 2008, 04:04:09 am »
thanks dasnoob, ill try to fix it, but im not sure if there even is a way to do it besides not using the type of building at all.
would be just great if people could stop using unintended exploits in EiR (like making a HQ building out of the churches in rtc and crossroads too...)
you exploiters make me sick, you hear me?
Logged
Klagt nicht, kämpft!
Falcon333
EIR Veteran
Posts: 1125
Re: [BETA] 6p_Westfalen
«
Reply #22 on:
March 12, 2008, 04:05:59 am »
how sick?
Logged
"Chance favors the prepared mind"
|-|Cozmo|-|
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950
Re: [BETA] 6p_Westfalen
«
Reply #23 on:
March 12, 2008, 04:09:51 am »
i want that command squad!
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Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: [BETA] 6p_Westfalen
«
Reply #24 on:
March 12, 2008, 02:26:55 pm »
Yeah I saw this same building bug when I was testing out my WIP urban map. Did anyone actually build the command squad? If so, did anything cool come out? Sounds like a mix of the axis officer and the British lieutenant.
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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!
DasNoob
EIR Veteran
Posts: 3430
Re: [BETA] 6p_Westfalen
«
Reply #25 on:
March 12, 2008, 02:43:15 pm »
I could not use it because it required manpower. And it was not a case where i "upgraded" the build. All i did was simply get into it with my grens squad and once I clicked on the building that menu showed up.
Logged
Steinmarder
EIR Veteran
Posts: 404
Re: [BETA] 6p_Westfalen
«
Reply #26 on:
March 12, 2008, 05:19:26 pm »
I know i see it, that "you exploiters" wasnt meant for you, the "thanks" was for you DasNoob
Logged
salan
Guest
Re: [BETA] 6p_Westfalen
«
Reply #27 on:
March 12, 2008, 05:23:02 pm »
Quote from: Steinmarder 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.
you can't cap behind man, you know this ....... unless you make it OCD, and this map would become a true map cap fest, needs to be frontline fighting for the territory, but able to flank for tactical possibilities..
Logged
Steinmarder
EIR Veteran
Posts: 404
Re: [BETA] 6p_Westfalen
«
Reply #28 on:
March 12, 2008, 05:26:42 pm »
well, the sector in the south (yellow and big) has connection to all the town sectors, so there you can flank and cap, if the enemy isnt taking away your spawn sector in the meantime
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Steinmarder
EIR Veteran
Posts: 404
Re: [BETA] 6p_Westfalen
«
Reply #29 on:
March 16, 2008, 03:52:39 pm »
new version
http://files.filefront.com/6p+Westfalensga/;9831610;/fileinfo.html
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TheDeadlyShoe
Weapon of Math Destruction
EIR Veteran
Posts: 1399
Re: [BETA] 6p_Westfalen
«
Reply #30 on:
March 16, 2008, 07:43:15 pm »
You need to tell dash what building that is and he can disable the HQ part. I think.
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Steinmarder
EIR Veteran
Posts: 404
Re: [BETA] 6p_Westfalen
«
Reply #31 on:
March 19, 2008, 11:28:18 am »
hey ladies
I need a good, constructive feedback on the new sector layout / if possible also the map in general (like someone did for another map, with that great overview shot and comments, such things really (!!!!) help a mapper)
I have very few time at the moment, at the upcoming weekend perhaps a bit more, but so far no time to play much myself in sight..
So, if someone could playtest the actual version with open eyes, taking some notes, that would just be awesome. I really want to finalize it and have some plans for a rework but not much time so i need a bit help with this.
Thanks allready for your time reading this and thinking about it
Logged
anthony210
EIR Veteran
Posts: 1016
Re: [BETA] 6p_Westfalen
«
Reply #32 on:
March 21, 2008, 07:59:57 am »
Ill try to get a game on it sometime today and post some feedback.
Logged
Steinmarder
EIR Veteran
Posts: 404
Re: [BETA] 6p_Westfalen
«
Reply #33 on:
March 22, 2008, 06:48:02 am »
had to fix a bug, new Westfalen version
1 game done on the new one so far, gameplay has definatly improved
http://files.filefront.com/6p+Westfalensga/;9867521;/fileinfo.html
«
Last Edit: March 22, 2008, 10:59:39 am by Steinmarder
»
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Unkn0wn
No longer retired
Posts: 18379
Re: [BETA] 6p_Westfalen
«
Reply #34 on:
March 22, 2008, 12:28:26 pm »
* You need to widen up all the streets and put the buildings further from eachother.
Right now, it all feels a little unnatural. I also don't think anyone likes his tanks getting stuck between buildings... which makes the AI go retarded.
* Still needs some work, I'd also damage those really tall buildings as they block sight making it annoying to fight in the city. You always have to make sure that users can easily see what's going on... this is not the case when there's a bunch of tall buildings blocking your sight. I for one hate having to rotate my camera and I'm sure I'm not the only one.
* The rubble piles still need some work and it needs to have more destroyed buildings overall.
Get a building from the WB, damage it completely with 'damage_state' untill not much remains but then you'll at least make your destroyed urban environment look more realistic rather than having rubble/debris everywhere but no real building remains aside from an occasional wall...!
* The hedges on the right side need to be widened up too, right now, that area feels more like a Disneyland Maze than an aristocratic neighbourhood... I don't have claustrophobia but I can imagine my troops going crazy when they're in that part of the map. ¨Perhaps even remove some hedges, there might even be too many overall.
* Overall, more splats & splines.
Your roads look as if they've just been put there yesterday, some parts of the city are incredibly clean while everything surrounding it is all rubble... it makes the transition feel a little odd too.
* Weather options!
«
Last Edit: March 22, 2008, 12:33:58 pm by Unkn0wn
»
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Steinmarder
EIR Veteran
Posts: 404
Re: [BETA] 6p_Westfalen
«
Reply #35 on:
March 23, 2008, 04:02:13 pm »
thanks for the input
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