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Author Topic: Tex map conversions  (Read 22552 times)
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$_TEXAS_$ Offline
EIR Veteran
Posts: 74


« Reply #20 on: January 15, 2008, 08:25:40 am »

About the territories are you talking about the first version or the update, if it is the update you can use this map to suggest changes:

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Draygon Offline
EIR Veteran
Posts: 1636


« Reply #21 on: January 15, 2008, 08:37:05 am »

Only thing I may suggest is adding one more sector near the middle to make it an odd number, this would make it better for gameplay as you couldnt just hold the closest territory to you and sit there waiting.

Man it sucks being at work all week and not being able to play/talk with anyone Sad
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #22 on: January 15, 2008, 09:37:11 am »

Sad.
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$_TEXAS_$ Offline
EIR Veteran
Posts: 74


« Reply #23 on: January 15, 2008, 11:26:51 am »

ok, I will add in an odd sector, and adjust the others to fit. any other suggestion before I update?
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Warbirds2 Offline
EIR Veteran
Posts: 422


« Reply #24 on: January 15, 2008, 12:00:39 pm »

I think you should have the new sector in the center of the map?
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #25 on: January 15, 2008, 02:14:10 pm »

We played it twice last night.  The hill should be divided into 4 sectors.  Also, if sectors make neat corners where all for come together it is way to easy for someone to just put a unit there to make sure you can't gain the territory outright.

The territory in the mid far right of the map that makes an odd hook point and ends in that horseshoe sandbag defensive position on the axis side should be straightened.  In all honestly the sectors usually play nicer if it is more block style...


LOVE THE MAP  can't wait to play another game on it!
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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
Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #26 on: January 15, 2008, 02:17:32 pm »

I think the spawn areas should be more in the corner of a map, that way there's more room for actual fighting, else the spawn sectors & their surroundings take up too much area imho (area you can't fight for.)

Looking forward to playing this more!
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$_TEXAS_$ Offline
EIR Veteran
Posts: 74


« Reply #27 on: January 15, 2008, 05:05:07 pm »

I have an updated territories image, I want to know what the community thinks before I upload another update.



there is now an odd number of territories, and smaller starting territories.
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Unkn0wn Offline
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Posts: 18377


« Reply #28 on: January 15, 2008, 05:16:17 pm »

Awesome job, just perfect.

If you ever have some spare time, care to write a 'lil guide on snow maps and random flare scar script?
That'd be really cool and the mapping community would be really thankful Smiley.
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Bonte Offline
EIR Veteran
Posts: 1234


« Reply #29 on: January 15, 2008, 05:25:38 pm »

i hate the flares..makes u think a howies coming in..than when the howie does come u think its just a random flare from the map..thanks tex i hold u responsible for the deaths of over 100 men
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I'm too candid to hide something like that. Smiley
Candid - frank; outspoken; open and sincere: a candid critic

You must really think im an idoit.
Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #30 on: January 15, 2008, 05:58:18 pm »

Flares don't drop when howitzers fire, smoke drops... I don't see why you confuse them.
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Bonte Offline
EIR Veteran
Posts: 1234


« Reply #31 on: January 15, 2008, 06:01:21 pm »

when u set ur graphics below medium/low flares and smoke arnt too different
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$_TEXAS_$ Offline
EIR Veteran
Posts: 74


« Reply #32 on: January 15, 2008, 06:32:46 pm »

except flares light up the surroundings and smoke emits from 3 points.

barring any other bad comments I will set a link for the new version a little later. pluse a little info for snow maps.
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Bonte Offline
EIR Veteran
Posts: 1234


« Reply #33 on: January 15, 2008, 06:34:52 pm »

other than the flares i love the map......
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$_TEXAS_$ Offline
EIR Veteran
Posts: 74


« Reply #34 on: January 15, 2008, 07:10:40 pm »

Here is the link for the snow atmosphere:

http://files.filefront.com/HURTGEN+SNOWAPS/;9442255;/fileinfo.html

just put the .APS file in:

C:\Program Files\THQ\Company of Heroes\WW2\Data\Art\Scenarios\Presets\Atmosphere

(may have to create folders), in the map editor under "Atmosphere Properties" click "load" and select the "HURTGEN SNOW.APS" this will load the atmoshpere settings to change sand to snow.

for the snow texture any (originaly) brown/light brown texture should look white. for Hurtgen Snow I used "Sand\SAND_BASE" and "Sand\SAND_ROUGH_01" second one is the best, first is just a good base for the snow.

to turn off the falling snow in the "Atmosphere Properties" under "Weather" turn "Speed" to zero.


Also attatched is a guide to the random flares, should have all the info you need.

[attachment deleted by admin]
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Unkn0wn Offline
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Posts: 18377


« Reply #35 on: January 15, 2008, 07:11:44 pm »

Thanks a lot man.
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fldash Offline
Founder
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Posts: 9755


« Reply #36 on: January 15, 2008, 07:19:36 pm »

Please be careful with the amount of coding you put into maps.  Europe In Ruins requires lots of rules running and additional ones can slow down the gameplay, cause lag, or at worse, crash someones computer during the game.
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Bonte Offline
EIR Veteran
Posts: 1234


« Reply #37 on: January 15, 2008, 07:21:45 pm »

ive ran dday coop with eir just to see if it worked in 1.3..it worked...somewhat..not too slow
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$_TEXAS_$ Offline
EIR Veteran
Posts: 74


« Reply #38 on: January 15, 2008, 07:23:09 pm »

I actually removed a lot of code from this map, all I left was the flares, since they were a tiny part and wouldn't effect game play.

like reinforcements.
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Draygon Offline
EIR Veteran
Posts: 1636


« Reply #39 on: January 15, 2008, 08:30:24 pm »

Yea the original version of Texas' map had the flares, reinforcements and a convoy going through the map Smiley
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