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[Final] Westfalen (6)
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Topic: [Final] Westfalen (6) (Read 12731 times)
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Steinmarder
EIR Veteran
Posts: 404
[Final] Westfalen (6)
«
on:
March 30, 2008, 09:09:58 am »
FOR NEW PLAYERS: HAVE A LOOK AT THE SECTOR LAYOUT BEFORE YOU START YOUR GAME, ITS DIFFERENT TO STANDART RELIC MAPS AS ITS DESIGNED FOR MCP GAMEPLAY
Time for a new topic, as changes to the gameplayish stuff is done
last changes:
- minor changes to the roads/buildings allowing faster movement in the main town area
- minor sector changes for a more logical layout
- some changes/additions to the look of the map, weatheroptions
http://files.filefront.com/6p+Westfalensga/;10096658;/fileinfo.html
[attachment deleted by admin]
«
Last Edit: April 28, 2008, 12:17:31 pm by Steinmarder
»
Logged
Klagt nicht, kämpft!
Skunker
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993
Re: [Final] Westfalen (6)
«
Reply #1 on:
March 30, 2008, 09:16:24 am »
That is one of the most disgusting loading screens i have ever seen for a map. Do you want me to make you an NIS one?
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http://iceburgh.myminicity.com/
http://iceburgh.myminicity.com/ind
Steinmarder
EIR Veteran
Posts: 404
Re: [Final] Westfalen (6)
«
Reply #2 on:
March 30, 2008, 09:19:01 am »
i only cut out the center and made it very low quality jpg so i dont put so much traffic on the website
same for the sector layout where it really doesnt matter
Edit: this is the original one, still lowered in quality a bit to get it from 2.5 to 1.5mb, and its intended to look like a painted picture rather than an ingame screenshot.
[attachment deleted by admin]
«
Last Edit: April 01, 2008, 04:27:06 am by Steinmarder
»
Logged
TheDeadlyShoe
Weapon of Math Destruction
EIR Veteran
Posts: 1399
Re: [Final] Westfalen (6)
«
Reply #3 on:
March 31, 2008, 06:32:06 pm »
Hmmm... so you cut it up a bit?
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ANiichts
EIR Regular
Posts: 29
Re: [Final] Westfalen (6)
«
Reply #4 on:
April 01, 2008, 07:31:19 am »
i'm pretty sure the Rough Pastels effect from photoshop is just...random~
I wouldnt say its better, or makes me think of a painting. it makes me think of filters.
Logged
Steinmarder
EIR Veteran
Posts: 404
Re: [Final] Westfalen (6)
«
Reply #5 on:
April 01, 2008, 08:08:37 am »
FOR NEW PLAYERS: HAVE A LOOK AT THE SECTOR LAYOUT BEFORE YOU START YOUR GAME, ITS DIFFERENT TO STANDART RELIC MAPS AS ITS DESIGNED FOR MCP GAMEPLAY
«
Last Edit: April 07, 2008, 10:53:24 am by Steinmarder
»
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Ucross
Honoured Member
Posts: 5732
Re: [Final] Westfalen (6)
«
Reply #6 on:
April 01, 2008, 08:15:13 am »
The loading screen is nice, but put the text overtop of the picture in a nice clear font IMO.
Logged
Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: [Final] Westfalen (6)
«
Reply #7 on:
April 01, 2008, 08:51:52 am »
I'd say your better off doing a slight blur filter and then a slight film grain. I can make one tonight that looks like the CoH loading screens if you want. If you are interested, PM me a link to the full quality image file.
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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!
Niichts
EIR Veteran
Posts: 57
Re: [Final] Westfalen (6)
«
Reply #8 on:
April 01, 2008, 08:56:19 am »
Quote from: Steinmarder on April 01, 2008, 08:08:37 am
geeee, i guess ill make the next versions of my maps without any loading screen whatsoever, as it seems more important than the damn map
This is probably because there are no clear pictures of the actual map in this thread~~~
Logged
Steinmarder
EIR Veteran
Posts: 404
Re: [Final] Westfalen (6)
«
Reply #9 on:
April 02, 2008, 09:47:04 am »
FOR NEW PLAYERS: HAVE A LOOK AT THE SECTOR LAYOUT BEFORE YOU START YOUR GAME, ITS DIFFERENT TO STANDART RELIC MAPS AS ITS DESIGNED FOR MCP GAMEPLAY
allright, thought enough ppl know the map and how it looks, didnt take into account that the community is growing and growind, so here are some fresh screenshots of the map
[attachment deleted by admin]
«
Last Edit: April 07, 2008, 10:55:06 am by Steinmarder
»
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Unkn0wn
No longer retired
Posts: 18379
Re: [Final] Westfalen (6)
«
Reply #10 on:
April 02, 2008, 11:25:17 am »
I'll look into adding this to the final list & mappack together with Ardenne Valley soon.
Keep in mind some possible last changes might have to be made.
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Steinmarder
EIR Veteran
Posts: 404
Re: [Final] Westfalen (6)
«
Reply #11 on:
April 02, 2008, 04:26:26 pm »
I could play my very first game of the version today and it was amazing.
The map plays excactly as intended and is really fair to both sides now (unless someone discoveres some crazy shit I missed
)
Fighting in the town is also way more fluent now with the small changes to building positions and road size I made (i deleted a building near the church and put all the buildings in the area a bit away from the roads to make up space for tank movement, works good. We actually had tank fights rolling (!!)
in the street behind the church where one got more or less stuck in the former version)
Also the sector layout goes hand in hand with taking the rows of houses now, making it feel logic and giving very few possibilities to "hide at the edge" (decreasing the "hedgerow neighborhood" sector in size was also good in that matter)
Weather options are also doing fine, maybe ill add a third one for high end pcs, with rain and storm and stuff in the middle of the night but that has time.
I dont think I will release a new version in the next 2 or 3 weeks, as its really playing good now and a lot of games should be played (by me) before i make a "final hotfix" with some visual finetuning and anything that comes up (which should be few or nothing now).
I do agree tho that the loading screen doesnt look as good as intended
Logged
GamerAndyAlly
EIR Veteran
Posts: 311
Re: [Final] Westfalen (6)
«
Reply #12 on:
April 05, 2008, 11:41:35 pm »
Yeah,
So this map totally broken in in MCP
my team blitzed on, rushed the southern point (which we assumed would be a powerful area to launch attacks from) and set up show, only to discover that the sector layout didn't actually give you any pop unless you were in the middle of the city. The entire northern half of the map has no territories at all, the whole thing is incredibly misleading to people playing for the first time
How about in the flavor text you mention that if you want any pop, you have to bumrush the middle of the city
replay attached, take this map and hurtgen snow off the official list, THEY ARE BROKEN
[attachment deleted by admin]
Logged
So theres no more confusion:
http://wiki.onlinegamers.org/index.php?title=Cry_more_noob%3F
If necessary, I can also provide links a useful definition of Sarcasm
zomgzombiescalliope
EIR Veteran
Posts: 113
Re: [Final] Westfalen (6)
«
Reply #13 on:
April 05, 2008, 11:45:28 pm »
Note: look at your tactical map before picking an area to attack. It shows you the sector layout.
Logged
GamerAndyAlly
EIR Veteran
Posts: 311
Re: [Final] Westfalen (6)
«
Reply #14 on:
April 05, 2008, 11:48:57 pm »
Looking at the map when you choose to play it for the first time, there is no way to tell that it is a "only city streets count for MCP" map - This is a HUGE difference over standard EIR maps and needs to be made very clear or you'll end up with people planning their attacks so they move on areas that have great tactical value and 0 MCP value - By the time we had realized our mistake, we had already completely committed AND had brought on troops unsuited for city fighting, thinking we'd be engaging the defenders around their flanks
Little did we know that in the magical world of Westfalen, the flanks have 0 MCP value
Logged
Steinmarder
EIR Veteran
Posts: 404
Re: [Final] Westfalen (6)
«
Reply #15 on:
April 07, 2008, 10:53:45 am »
FOR NEW PLAYERS: HAVE A LOOK AT THE SECTOR LAYOUT BEFORE YOU START YOUR GAME, ITS DIFFERENT TO STANDART RELIC MAPS AS ITS DESIGNED FOR MCP GAMEPLAY
Logged
Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: [Final] Westfalen (6)
«
Reply #16 on:
April 13, 2008, 09:26:21 pm »
Steinmarder, you should consider tweaking the sectors a bit in the center of the town. It is too easy to hold some of the sectors by putting an MG on one far side.
Logged
EchoAlpha
EIR Regular
Posts: 11
Re: [Final] Westfalen (6)
«
Reply #17 on:
April 13, 2008, 09:39:00 pm »
Honestly, I love the layout of the map, but the sectors are difficult. Having sectors shaped to only follow roads etc. I like how the map is expansive and allows for flanking. However, because of the shape and connectivity of the sectors you have to attack and destroy the most fortified sector in order to even capture a single territory. Flanking is helpful, however even if you take out the rear echelon, if there are 2-3 mgs holed up in a building in a sector you cant cap it before the entire next wave moves up and reinforces. Additionally, that long sector on the south that follows the road is far allows for the right side of the map to initiate a flanking push that can cause a back cap to happen, but you can't do the same thing from the other direction because you run smack into the sector that is the hardest fought for and the defenders always have fortified.
Logged
Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: [Final] Westfalen (6)
«
Reply #18 on:
April 13, 2008, 09:45:57 pm »
Well said, Echo. Having the flanking road sector is crucial to preventing a meatgrinding stalemate, but it needs to be a more viable flank by connecting to additional back sectors on the other side. I'm attaching a replay of a match we just had. We (Axis) had severely beaten them back, but lost due to MCP and some freaking MGs that refused to die!
Battle 6667
[attachment deleted by admin]
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Steinmarder
EIR Veteran
Posts: 404
Re: [Final] Westfalen (6)
«
Reply #19 on:
April 14, 2008, 12:59:00 am »
Thanks for the input, ill have a look at the replay when i am home from work, hopefully no patch comes out til than
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