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Author Topic: St. Lambert (6) REDUX!  (Read 12652 times)
0 Members and 1 Guest are viewing this topic.
Razor Offline
EIR Veteran
Posts: 172


« Reply #20 on: March 01, 2008, 05:05:02 am »




That part of the sector needs to be looked at, connects some territory at the back.
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Profile's: Duvka, Razor, KleinInDerHosen, Akvud.
scrapking Offline
EIR Veteran
Posts: 924


« Reply #21 on: March 01, 2008, 07:47:30 am »

Duvka is right, and I didn't even notice that during our game.  Just give it a circumcision, and it will be fine.
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #22 on: March 01, 2008, 01:52:32 pm »

The sector layout is all fucked up in this map currently.  If you are attacking from the lake side you have to take MORE than half the map to get + pop.  Which means that you have to grind through 3/4 the town.  Please rework it ampm.

A good example is the replay that was posted with scrapking nevy and shoe.
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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
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #23 on: March 01, 2008, 06:46:22 pm »

I am aware of the map layout, I just want to see what need specific changing before I go redo all the sectors.
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Ucross Offline
Honoured Member
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Posts: 5732


« Reply #24 on: March 01, 2008, 06:54:29 pm »

Just need to make the territories more similar sizes.
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Stuart750 Offline
EIR Veteran
Posts: 438



« Reply #25 on: March 02, 2008, 11:49:18 am »

Flowers! Colours are mighty fun!

HA! YOU FO-
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salan
Guest
« Reply #26 on: March 02, 2008, 12:45:17 pm »

he redid the sectors and its a bastard of a map now, works good
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Nevyen Offline
Honoured Member
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Posts: 2365


« Reply #27 on: March 02, 2008, 06:13:11 pm »

The map is bastard of a map Smiley love it it forces a player to use thier skills and not exploit the map to win, you have to fight to win this map, not cap, it dosn't  work if you try that.

It should go down as a competition map.  In every game ive played since its come out its tests you and your call ins to the max,  the game i played with airborne was one of the toughest ive played with a green company and the axis games have been meat grinders.

AMPM on of your best maps and i think should be moved to final status personally unless you plan to do anymore to it.

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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #28 on: March 02, 2008, 07:21:10 pm »

It will once I get a freakin loading screen and the overheads setup right.
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fldash Offline
Founder
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Posts: 9755


« Reply #29 on: March 02, 2008, 07:21:55 pm »

Can you explain how you did the sector layout to others and make recommendations... Wink
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salan
Guest
« Reply #30 on: March 02, 2008, 07:25:03 pm »

abbeville, and lambert, are by far the only true balanced maps for eir, there are a few that come close, crossroads (bleed hits a bit hard at times but its damn close to complete perfection) and radar station (everyone hates open areas sadly).

these maps force confrontation, yet also don't punish for thoughtout and deliberate attacks which can sometimes take a few minutes to organize.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #31 on: March 12, 2008, 02:43:41 pm »

crossroads (bleed hits a bit hard at times but its damn close to complete perfection)

 Grin Grin

I think St. Lambert is almost ready for final status.
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Kolath's Quote Commandments:
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DerangedGerman Offline
EIR Veteran
Posts: 448


« Reply #32 on: March 12, 2008, 03:03:00 pm »

Funny. This map has almost gained final status, but I've never played it...
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Proud mapper for both OMG and EIR.
Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #33 on: April 09, 2008, 03:28:00 pm »

AmPm, are you going to make any more changes to this map?

Does it currently have a preview image and loading screen?

Once it has those plus weather options I think it is ready for final status.  We want to push for finalizing maps because they get the most play from the mappack.
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #34 on: April 09, 2008, 03:30:50 pm »

I think he needs to consider damaging some buildings up.
Some buildings near the top are also too close to eachother imho.
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XNiichts Offline
EIR Veteran
Posts: 78


« Reply #35 on: April 09, 2008, 03:38:18 pm »

I think he needs to consider damaging some buildings up.
Some buildings near the top are also too close to eachother imho.

Why do people always say buildings should be more damaged?
I kinda thought thats what happens DURING the battle  Roll Eyes
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #36 on: April 09, 2008, 03:39:58 pm »

Too many buildings is bad for gameplay, you don't want a building to building fight, it's boring.
(One squad in building A, the other in building B across the street.)
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #37 on: April 09, 2008, 03:47:40 pm »

I think he needs to consider damaging some buildings up.
Some buildings near the top are also too close to eachother imho.

Why do people always say buildings should be more damaged?
I kinda thought thats what happens DURING the battle  Roll Eyes

preliminary bombing and arty fire.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #38 on: April 09, 2008, 08:42:25 pm »

Yes it's primarily a gameplay issue.  A damaged building is easier to destroy with mortars, tanks, or AT guns and therefore the buildings are less of a hardpoint.
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Apex Offline
Honoured Member
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Posts: 2971


« Reply #39 on: April 09, 2008, 08:51:02 pm »

Building to building fights can be interesting. Though I agree on the upper right part the buildings are too close together. And some general impact damage is always good for the atmosphere (dont forget craters on the streets though). Also some tank wrecks and corpses littering across the map at possible ambush sites would be cool.
« Last Edit: April 09, 2008, 08:54:55 pm by Apex » Logged
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