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[WIP] (6-8)p_Henschel_Airfield
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Topic: [WIP] (6-8)p_Henschel_Airfield (Read 11676 times)
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$_TEXAS_$
EIR Veteran
Posts: 74
[WIP] (6-8)p_Henschel_Airfield
«
on:
February 20, 2008, 09:35:38 pm »
I am almost finish with my next map, the vCoH version will be finalized in the next couple of days and you can try the vCoH beta here:
current version:
http://files.filefront.com/8p+Henschel+Airfieldsga/;9734149;/fileinfo.html
The map will be a (3 v 3) map, like most of my maps it is a rather open, but this one does have a lot more areas were choke points can be constructed. after the vCoH version is complete I will work on the EiR version. So any suggestions for the EiR version are welcome.
«
Last Edit: March 01, 2008, 02:41:57 pm by $_TEXAS_$
»
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DasNoob
EIR Veteran
Posts: 3430
Re: [WIP] 6p_Henschel_Airfield
«
Reply #1 on:
February 20, 2008, 09:51:54 pm »
Looks epic as always.
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
Unkn0wn
No longer retired
Posts: 18379
Re: [WIP] 6p_Henschel_Airfield
«
Reply #2 on:
February 21, 2008, 04:50:53 am »
Yum!
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Steinmarder
EIR Veteran
Posts: 404
Re: [WIP] 6p_Henschel_Airfield
«
Reply #3 on:
February 21, 2008, 09:40:18 am »
hmmmm looking really nice, cant wait to try it out
Logged
Klagt nicht, kämpft!
DeadlyShoe
EIR Veteran
Posts: 470
Re: [WIP] 6p_Henschel_Airfield
«
Reply #4 on:
February 22, 2008, 02:37:49 pm »
It looks too big, just as Rocky Highlands is too big.
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This may be the most offensive thing I've read. At least, today.
Duckordie
Community Mapper
Posts: 1687
Re: [WIP] 6p_Henschel_Airfield
«
Reply #5 on:
February 22, 2008, 03:43:25 pm »
Rocky Highlands is greate, if you could just make it smaler, or 4v4 it would rock
Logged
^<-- Duck ™ and ©
We need more axis players!:
Ucross
Honoured Member
Posts: 5732
Re: [WIP] 6p_Henschel_Airfield
«
Reply #6 on:
February 22, 2008, 03:48:35 pm »
Very cool map
WOuld love to play it
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$_TEXAS_$
EIR Veteran
Posts: 74
Re: [WIP] 6p_Henschel_Airfield
«
Reply #7 on:
February 22, 2008, 03:49:59 pm »
At the moment I am considering making it a 4 v 4, I have some people testing the vCoH version and they think it needs to be 4 v 4. I have been debateing 6p or 8p for a while now.
I would argue that bigger is better but thats just my opinion.
I won't make any major changes to the map (won't change the size), but maybe I could make a second smaller map that is just the airfield or city section.
@ Ucross, you can play a CoH:OF version using link at the first post. It is just a beta, but it would give you a good idea of how the final will be (visualy).
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DeadlyShoe
EIR Veteran
Posts: 470
Re: [WIP] 6p_Henschel_Airfield
«
Reply #8 on:
February 22, 2008, 03:54:58 pm »
The principle issue is time from the spawn to the front lines. Even if you made Rocky Highalnds (and from looking at it, this map) a 4v4 it would still feel large. It also brings up balance issues with Airborne.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [WIP] 6p_Henschel_Airfield
«
Reply #9 on:
February 22, 2008, 05:20:07 pm »
For Eir it should be a 6 player version since 4vs4 are simply not common
.
Edit: I'd suggest making Rocky Highlands a 4vs4, keep this a 3vs3.
Keep in mind, sector design can make a big difference in how "large" the map feels.
If possible, can you post an overhead screenshot?
I've always loved and wanted an airfield map, I even created one myself, before OF
«
Last Edit: February 23, 2008, 10:45:33 am by Unkn0wn
»
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$_TEXAS_$
EIR Veteran
Posts: 74
Re: [WIP] 6p_Henschel_Airfield
«
Reply #10 on:
February 23, 2008, 12:31:59 pm »
When I finish up the VCoH version of Henschel I will make the change for Rock Highlands (I origainly planned to makeing "RH" 4 v 4)
Overhead shot of Henschel (sectors and player count is for vCoH) sector suggestions are welcome, just know that I have no planned sector layout yet:
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [WIP] 6p_Henschel_Airfield
«
Reply #11 on:
February 23, 2008, 01:02:39 pm »
I'd suggest putting the majority of sectors on the airfield and town, no sectors on the right siide forest path. Just leave that for flanking.
Perhaps it would be interesting to size it down a little as it looks very large indeed.
(Mainly the right side could be cut off a little I'm guessing, just leave some room for flanking, right now it's 1/3d of the map)
Logged
$_TEXAS_$
EIR Veteran
Posts: 74
Re: [WIP] 6p_Henschel_Airfield
«
Reply #12 on:
February 23, 2008, 02:43:15 pm »
I'm not big on cutting out pices of the map, but I will try your idea to have areas with no territory, the airfield only has 2 entrances and one is located on the right side (tanks make more entrances), but the final may have 4.
another thing I have considered would be to move up the entry points for some of the players, say have one or two players start a little ways into the map (say the rail yard for example), but I am not sure how well that would work.
I am also considering a second smaller map that is just a small chunk of the over all map, like just the airfield or town.
I can't say for sure how I will go about the final EiR version, I still need to complete the standard version first (just waiting for a few more responses from the beta).
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Unkn0wn
No longer retired
Posts: 18379
Re: [WIP] 6p_Henschel_Airfield
«
Reply #13 on:
February 23, 2008, 03:50:40 pm »
I'm not sure but I think an Eir version that focusses primarily on the town & airfield would be awesome, if needed you can always make some openings in the airfield fence to open it up.. at least that's my take on it.
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$_TEXAS_$
EIR Veteran
Posts: 74
Re: [WIP] 6p_Henschel_Airfield
«
Reply #14 on:
March 01, 2008, 09:36:38 am »
I have the first version of this map to test, however this is just one of 4 possible set ups for this map. below is a image of the tactical map:
the yellow dashed areas have no territory so they are of very little improtance.
The plan for the map are as follows:
1) 8 player map with the null territory passable
2) 8 player map with the null territory unpassable (except for the null island)
3) 6 player map with the null territory passable
4) 6 player map with the null territory unpassable (except for the null island)
First version (at the moment based off plan #1):
http://files.filefront.com/8p+Henschel+Airfieldsga/;9734149;/fileinfo.html
PLEASE play the map before complaining!
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [WIP] 6p_Henschel_Airfield
«
Reply #15 on:
March 01, 2008, 10:26:22 am »
Layout looks excellent.
Will try soon.
«
Last Edit: March 01, 2008, 10:34:04 am by Unkn0wn
»
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DeadlyShoe
EIR Veteran
Posts: 470
Re: [WIP] 6p_Henschel_Airfield
«
Reply #16 on:
March 01, 2008, 10:34:50 am »
Looks like the southern players have more sectors. But other than that, looks good. I'll try to give it a go, though 8p with no module will be iffy.
Logged
$_TEXAS_$
EIR Veteran
Posts: 74
Re: [WIP] 6p_Henschel_Airfield
«
Reply #17 on:
March 01, 2008, 10:43:08 am »
Looks Like I forgot to draw a line in one of the northern secotors. There should be 5 road sections, it looks like i forgot the line between the second to the top and the neighboring sector.
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Apophiss
EIR Veteran
Posts: 76
Re: [WIP] 6p_Henschel_Airfield
«
Reply #18 on:
March 01, 2008, 11:03:06 am »
With the null territory on the right it could be a 3v3 map pretty easily I think...its a shame we dont get more 4v4s.
I would love to play it today, but doubt we'll have enough for a 4v4
Logged
Draygon
EIR Veteran
Posts: 1636
Re: [WIP] (6-8)p_Henschel_Airfield
«
Reply #19 on:
April 05, 2008, 08:19:30 am »
We played this map last night. Detail is great! With the MCP system though it was a bit imba, possible fix to this would be to add in a few more sectors, and maybe make them more horizontal than long, would promote more fighting for them.
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