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Bonte
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« Reply #1 on: March 12, 2008, 08:06:17 am » |
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i love this map..didnt get why it just faded away
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I'm too candid to hide something like that. Candid - frank; outspoken; open and sincere: a candid critic You must really think im an idoit.
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Unkn0wn
No longer retired
Posts: 18379
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« Reply #2 on: March 12, 2008, 08:19:32 am » |
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Mainly due to lack of popularity . Either way, really wanted to give it another try, else all my hard work on this map has been in vain. Sector system: (No sectors on the flanks)
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Akranadas
Honoured Member
Posts: 6906
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« Reply #3 on: March 12, 2008, 08:30:10 am » |
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Looks good!
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Kolath
Commander, 2nd Infantry Division
Posts: 2382
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« Reply #4 on: March 12, 2008, 01:40:12 pm » |
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2v2? It looks good.
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Kolath's Quote Commandments: 1. Thou shalt not quote the entirety of a post 3 or less posts above you 2. Thou shalt not quote more than 2 nested levels 3. Thou shalt not quote large blocks of text when one sentence would do 4. Thou shalt not quote images!
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Forefall
Honoured Member
Posts: 1926
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« Reply #5 on: March 12, 2008, 01:45:40 pm » |
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Looks awesome! Love the airfield. My one suggestion would be to add more sectors approaching the base, instead of the 1 large one at each spawn point. Otherwise, if someone owns the town it will be 90% of the sectors, rather than something more moderate like 70 or 80%.
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Thtb-Ally
The German Guy on the Ally side?
EIR Veteran Posts: 1812
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« Reply #6 on: March 12, 2008, 01:56:14 pm » |
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More inf Cover Please.
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Ucross
Honoured Member
Posts: 5732
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« Reply #7 on: March 12, 2008, 02:07:18 pm » |
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yeah, too little sectors = MCP very significant.
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Unkn0wn
No longer retired
Posts: 18379
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« Reply #8 on: March 12, 2008, 06:05:44 pm » |
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Looks awesome! Love the airfield. My one suggestion would be to add more sectors approaching the base, instead of the 1 large one at each spawn point. Otherwise, if someone owns the town it will be 90% of the sectors, rather than something more moderate like 70 or 80%.
Actually, it might be hard to see but there's 2 sectors next to eachother at the spawns, so two teams basically get 2 sectors from start. Then there's 7 sectors in the middle, 2 on each end, 2 in the middle and the actual airstrip. It's a 2vs2 at the moment, just for the record. I think this should work out fine but only playtesting will tell . Thanks for the kind words, hope ya'll will give it a try, download link is up and the map is in the .module.
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Kolath
Commander, 2nd Infantry Division
Posts: 2382
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« Reply #9 on: March 12, 2008, 06:07:02 pm » |
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Might be better to use an overhead from vCoH. The manpower point markers help show location and number of sectors.
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Unkn0wn
No longer retired
Posts: 18379
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« Reply #10 on: March 12, 2008, 06:10:20 pm » |
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I think those sectors at the spawns are linked to Starting Postions so it wouldn't matter ; I'll keep that in mind for next time though! With the current sector design, the right side field on the flank might be a waste but I hope it will at least still proof to be useful for the occasional flanking manouver . I'm eagerly awaiting your feedback, would like to get this map finalised pretty fast if all goes well!
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fldash
Founder
Posts: 9755
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« Reply #11 on: March 12, 2008, 06:23:01 pm » |
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We played this and Forefall and I felt it was a little imbalanced. If you are attacking from the north corner, you are at a pretty significant disadvantage.
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Forefall
Honoured Member
Posts: 1926
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« Reply #12 on: March 12, 2008, 06:24:07 pm » |
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I played it. Seemed very easy to defend, especailly with the gates setup like that. Plus 2 sectors only is hard on the attacker to start. Consider moving some of the sectors towards each spawn and also maybe adding in 2 sectors near the spawn, so the map would be 4 one side, 7 mid, 4 one side.also, across the airfield, you should probably be able to pass through the hedge for balance reasons.
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Unkn0wn
No longer retired
Posts: 18379
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« Reply #13 on: March 12, 2008, 06:32:58 pm » |
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Aight, will look into it tomorrow! Did you win?
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« Last Edit: March 12, 2008, 06:34:35 pm by Unkn0wn »
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bromly
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« Reply #14 on: March 13, 2008, 11:02:13 pm » |
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needs more sectors in teh spawns, we managed to maintain the allies out of it WAY to easily and they bled to death in under 20 mins.. BAD MAP LEAD, BAD BAD!
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DasNoob
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« Reply #15 on: March 13, 2008, 11:46:13 pm » |
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Unkn0wn, Forefall and I pwned.
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DISASTER AVERTED... IM A MOTHER FUCKING GENIUS! You have DasNoob who uses the mod as COHTV
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Unkn0wn
No longer retired
Posts: 18379
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« Reply #16 on: March 16, 2008, 09:22:45 am » |
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Need some feedback on the new version (The one with the additional sectors). In the next version I intend on: - Adding a real control tower instead of the current crappy one - Replacing the airstrip by a real one - Adding some detail, additional cover & more Also, if anyone could take a good screenshot on this map to replace the current loading screen, would be appreciated .
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JawbrkrTLS
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« Reply #17 on: April 24, 2008, 08:04:42 am » |
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My opinion on this map is it is not good.
INF cover just isn't there... the Hangars can be garrisoned by MG squads (which they shouldn't be allowed too) and the territories just plain suck on the layout.
There also might be another issue... I couldnt drop more than 15 pop on this map last night... even though I had plenty of pop to spare I could not do it.
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GenericNameAxis
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« Reply #18 on: April 24, 2008, 03:37:49 pm » |
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I have to agree with Jawbrkr I just build a little walnut of Mgs and mortars in the center and I was never kicked out...
We really should have done St.Winn
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ke
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