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COH: Europe In Ruins
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[WIP conversion] Industrial Complex
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Topic: [WIP conversion] Industrial Complex (Read 10591 times)
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$_TEXAS_$
EIR Veteran
Posts: 74
[WIP conversion] Industrial Complex
«
on:
January 23, 2008, 03:12:10 pm »
I have here a version of Industrial complex to be tested, it is a 2 v 2 map:
Latest Version:
http://files.filefront.com/6p+Industrial+Complexsga/;9548581;/fileinfo.html
Current territory layout:
Any comments or suggestions are welcome, I can say that this is probably not the final version, let me know about any territory or visual changes you can think of.
«
Last Edit: January 31, 2008, 04:52:18 pm by $_TEXAS_$
»
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|-|Cozmo|-|
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950
Re: [WIP conversion] Industrial Complex
«
Reply #1 on:
January 23, 2008, 03:15:36 pm »
The main areas should have multipul small sectors to give some incentive to attack/defend those positions.
but wow, your maps are awesome.
Logged
$_TEXAS_$
EIR Veteran
Posts: 74
Re: [WIP conversion] Industrial Complex
«
Reply #2 on:
January 23, 2008, 05:59:03 pm »
I guess my question would be what sectors would you change and how?
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Warbirds
EIR Veteran
Posts: 673
Re: [WIP conversion] Industrial Complex
«
Reply #3 on:
January 23, 2008, 06:01:08 pm »
I'd say cut the middle into 4 sectors, and cut each corner on the northeast and southwest into 2 sectors, instead of 3 really big sectors.
Logged
fldash
Founder
Posts: 9755
Re: [WIP conversion] Industrial Complex
«
Reply #4 on:
January 23, 2008, 06:02:40 pm »
Sectors look perfect to me. Balanced.
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$_TEXAS_$
EIR Veteran
Posts: 74
Re: [WIP conversion] Industrial Complex
«
Reply #5 on:
January 23, 2008, 06:22:49 pm »
I will take the sector suggestions in to consideration, but before I make changes I would like to preferably here from some people after playing the map.
Also (if you haven't played it) the center area is very difficult to move vehicles through, from playing this map on vCoH I noticed that there seems to be two paths going around the edges of the map. The center rail yard is mostly and infanrty area (to narrow for tanks and some vehicles).
I will probably wait a day or two before making any changes, so keep up the suggestions.
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Akranadas
Honoured Member
Posts: 6906
Re: [WIP conversion] Industrial Complex
«
Reply #6 on:
January 26, 2008, 06:14:19 am »
Its a alright map, Pathing can shit people off.
The only problem I see if the sector layout. The game I just played; it was too easy to capture the large next to spawn sectors, effectively force the 3;00 minute timer to the game end.
I added my recommendations for new sectors (Blue).
Other than that it's great.
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Nevyen
Honoured Member
Posts: 2365
Re: [WIP conversion] Industrial Complex
«
Reply #7 on:
January 26, 2008, 06:33:34 am »
Yeah i agree it was just a tad to easy, capping. But the fighting is a pain in the arse and is great fun. wouldn't use a high vet company in that meat grinder to earnestly
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$_TEXAS_$
EIR Veteran
Posts: 74
Re: [WIP conversion] Industrial Complex
«
Reply #8 on:
January 26, 2008, 08:55:36 am »
I will see if I can get the fixes done today, I know it is a brutal map, but thats part of the fun
.
Who ever said war was a walk in the park.
EDIT: check first post of update.
«
Last Edit: January 26, 2008, 09:45:33 am by $_TEXAS_$
»
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [WIP conversion] Industrial Complex
«
Reply #9 on:
January 26, 2008, 11:01:15 am »
Mapname's 4p_Industrial_Complex?
Post in MD, I'll have it added to the .module asap
.
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$_TEXAS_$
EIR Veteran
Posts: 74
Re: [WIP conversion] Industrial Complex
«
Reply #10 on:
January 26, 2008, 04:55:37 pm »
I want to see how this new territory lay out does, if its is good I will go ahead and fix up a few issues, I am not sure what happened to the mini map, must have been droped when I changed names, still doing a little work overhauling some of the older aspects of the map.
One final thing that I plan on adding is an options file, so I would kind of like to know what types of weather conditions would be good for this map.
Logged
Akranadas
Honoured Member
Posts: 6906
Re: [WIP conversion] Industrial Complex
«
Reply #11 on:
January 26, 2008, 10:09:16 pm »
Rain and Night would be best.
Logged
$_TEXAS_$
EIR Veteran
Posts: 74
Re: [WIP conversion] Industrial Complex
«
Reply #12 on:
January 29, 2008, 11:37:58 am »
I will try to get this map fixed up by Thursday, I will add back it the menu mini map (that just disapeared), correct nameing, and add the options file, at the moment it will only have the default, Rainy, and night (maybe a couple more).
I plan on working on it tomorrow (Wendsday) so last minutes suggestions on anything are welcome.
Logged
fldash
Founder
Posts: 9755
Re: [WIP conversion] Industrial Complex
«
Reply #13 on:
January 29, 2008, 11:45:49 am »
No suggestions, just want to thank you for your contributions and help with getting your maps working in Europe In Ruins.
Logged
Apex
Honoured Member
Posts: 2971
Re: [WIP conversion] Industrial Complex
«
Reply #14 on:
January 29, 2008, 11:46:25 am »
Turn the map 45 degrees counterclockwise to give a better isometric view.
Logged
TheDeadlyShoe
Weapon of Math Destruction
EIR Veteran
Posts: 1399
Re: [WIP conversion] Industrial Complex
«
Reply #15 on:
January 29, 2008, 11:59:28 am »
Map has some unique gameplay. Unfortunately spawn protection covers >50% of the map..heh.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [WIP conversion] Industrial Complex
«
Reply #16 on:
January 29, 2008, 12:36:50 pm »
Haven't played yet but if it's a problem like Shoe claims you could try to put both starting positions as far in the corner as possible, almost on top of eachother, that should minimalise the effect of spawn artillery.
Logged
|-|Cozmo|-|
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950
Re: [WIP conversion] Industrial Complex
«
Reply #17 on:
January 29, 2008, 12:58:59 pm »
Crabflails = apex's dead KCH
. but double stormies schrecks = dead crabflail.
Logged
$_TEXAS_$
EIR Veteran
Posts: 74
Re: [WIP conversion] Industrial Complex
«
Reply #18 on:
January 29, 2008, 02:35:04 pm »
Making the starting areas smaller probably won't help much, its a very small 2 v 2. and arty would still probably be able to hit anywere with out much problem.
There is one remaining possibility, I could try to expand the borders to make the map a little larger(not much) but it may help. Basicly you would be able to play in some of the areas just off the map (up to the trees), would include it small runway and some small forest area.
Logged
$_TEXAS_$
EIR Veteran
Posts: 74
Re: [WIP conversion] Industrial Complex
«
Reply #19 on:
January 30, 2008, 01:26:24 pm »
I have a new version of "IC", the name has been fixed and the menu mini map has been added.
This version has some major (somewhat unexpected changes),
first of all the map has been expanded to increase the size, however the increase was more than I expected so the map is now a 6p map, although the border territories are somewhat large, there are a lot of groves that decrease the actual size of playable space .
Second an options file has been added with 4 weather options: Midday, Night, Storm, and Dawn.
Once again any opinions or suggestions are welcome.
(check first post for updated file and teritorry layout)
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