*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 30, 2024, 09:45:43 am

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: 1 2 3 [4] 5   Go Down
  Print  
Author Topic: [FINAL] 6p_Dawn  (Read 32033 times)
0 Members and 2 Guests are viewing this topic.
DerangedGerman Offline
EIR Veteran
Posts: 448


« Reply #60 on: April 02, 2008, 09:25:43 pm »

You think I should get rid of the church, then?
Logged

Proud mapper for both OMG and EIR.
anthony210 Offline
EIR Veteran
Posts: 1016


« Reply #61 on: April 02, 2008, 09:53:11 pm »

The Map is just too small, even without the church I could still set up an HMG there and basically suppress him a few steps out of his spawn.

My Suggestion: Make a stamp of the map and put it on a larger playable area.  Open some holes in the hedge on the right side of the map by the swamp.  Other than that it is actually a pretty good "looking" map just needs balance.  Its near impossible to attack on this map atm with its size and defenders able to get right up on the spawns.
Logged

DerangedGerman Offline
EIR Veteran
Posts: 448


« Reply #62 on: April 02, 2008, 09:55:06 pm »

Allright. I'll try stamping it and starting over again and see how it turns out.
Logged
fldash Offline
Founder
*
Posts: 9755


« Reply #63 on: April 03, 2008, 06:35:11 am »

Why couldn't you flank left or right instead of going right down into the HMG?  What about a mortar?  I'm confused, doesn't look that bad to me...

heres the problem with the hmgs
Logged
Skewldya Offline
EIR Veteran
Posts: 80


« Reply #64 on: April 03, 2008, 08:12:17 am »

Why couldn't you flank left or right instead of going right down into the HMG?  What about a mortar?  I'm confused, doesn't look that bad to me...

heres the problem with the hmgs

Our mortars got taken out as soon as we got it, otherwise, yea good counter for the MGs.  Going down the left (when we actually could move again) didnt work either because it was wired off and had MGs there covering it as well as a PAK for AT.  The map is way to easy to lock down.
Logged
BradAnderson Offline
EIR Veteran
Posts: 1233



« Reply #65 on: April 03, 2008, 09:09:04 am »

i had no problem with it except draygon had his whole first callin pwned
Logged
DerangedGerman Offline
EIR Veteran
Posts: 448


« Reply #66 on: April 03, 2008, 07:47:27 pm »

Heh. Get a tank to run over the wire, then...

You can use the hedges to cover it from AT fire. I agree with anthony, though. This map needs to be a little bigger. I won't double the size or anything, but I'm going to make it like 2 sizes bigger.

And you didn't play this a few versions ago, when it was WAY easier to lock down the map, with all the hedgerows in the center and all that.

Horrible to attack on from the North, the enemy can set up a MG in the barn right outside the spawn and isntantly pin you.  That building needs to be taken out, take away a good portion of the hedges around the spawns as well.  Get rid of the bunker in the swamp? 

As attackers myself Brad and Stuart could only take 6 sectors the entire game due to the amount of hedges and buildings you have on the map.  Mortars would have worked, if it werent for the fact that they were AT OUR SPAWN WITH PAKS AND MGS so we couldnt counter it.

As it is, the map wont get played that much.

Those bunkers were supposed to help you flank. And there's more than 1. And they're made of WOOD.
« Last Edit: April 03, 2008, 07:56:59 pm by DerangedGerman » Logged
salan2
Guest
« Reply #67 on: April 08, 2008, 02:21:22 pm »

did 1.6 get in the map pack
Logged
DerangedGerman Offline
EIR Veteran
Posts: 448


« Reply #68 on: April 12, 2008, 11:05:24 pm »

Nope.  Grin

I plan on releasing 1.7 tomorrow.
Logged
DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #69 on: April 13, 2008, 01:26:10 am »

Beta 1.7 has been released. Changes up front.
Logged
DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #70 on: April 20, 2008, 10:56:51 pm »

I'm thinking of finalizing Dawn at this stage. It seems to play the way I intended, and people seem to like it. Thoughts?
Logged
lordofchaos Offline
EIR Veteran
Posts: 165


« Reply #71 on: April 20, 2008, 11:08:32 pm »

YES YES YES its perfect Smiley
Logged
Dr.Nick2 Offline
EIR Veteran
Posts: 280


« Reply #72 on: April 20, 2008, 11:09:04 pm »

I miss the hedges =p you should add afew things back in.
Logged
iggi Offline
Community Mapper
*
Posts: 184


« Reply #73 on: April 20, 2008, 11:12:23 pm »

Haven't seen it yet.  Latest Screenies?
I supose i could DL it and open it haha
Logged

-iG-E
DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #74 on: April 20, 2008, 11:16:22 pm »

Dr. Nick, hedges are the one thing I will definitely not be adding back. Every variation I tried on the hedges effed something up. Just. No. I finally managed to make attackers and defenders balanced.

Oh, and iggi, I've had the same version now for over a week. Those are current screenies.
Logged
Dr.Nick2 Offline
EIR Veteran
Posts: 280


« Reply #75 on: April 20, 2008, 11:21:33 pm »

Aw I was hoping you would add afew patches just as shot blockers and such, I thought they worked good as that, they were just alittle choke-pointy.
Logged
DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #76 on: April 20, 2008, 11:25:06 pm »

Yeah, they were. They won't be going back in. The only thing I'm thinking of changing for the final release are the free shreck and MP44 at the field spawn, and resizing a few sectors in the middle.
Logged
Dr.Nick2 Offline
EIR Veteran
Posts: 280


« Reply #77 on: April 20, 2008, 11:36:20 pm »

The right side feels alittle bare to me without the hedges, mainly the area to the left of the swamp. But that's just my opinion. I love everything else.
Logged
DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #78 on: April 21, 2008, 06:08:49 pm »

Very well. I will be finalizing Dawn shortly, then.

This will probably be the last Beta.
« Last Edit: April 21, 2008, 06:49:39 pm by DerangedFerret » Logged
DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #79 on: April 21, 2008, 07:18:37 pm »

This is der final Beta! Let the downloads commence!
Logged
Pages: 1 2 3 [4] 5   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.079 seconds with 36 queries.