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Author Topic: [BETA] 6p St. Vith - RE-DESIGN-cancelled  (Read 12573 times)
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Lolto Offline
EIR Veteran
Posts: 950


« on: April 10, 2008, 12:47:14 am »

CONVERSION STOPPED

The senior map team saw fit to update 'Nobodys' original version of St. Vith(converted by Draygon), and I am the one doing the re-design, I have a list below of changes I am going to be adding into this map and I hope that the map reaches its full potential because of it.

Change-log 04/09/08:
-Revamped sector design.
-Less buildings, more detail work.
-Slightly more accessibility in the middle(bridge).
-Etc...

Future Changes:
-Snow weather.
-A finished sector design.
-Revamped fields into light forest area.
-Re-designed city.
-Map damage such as craters, destroyed/burnt out buildings, etc.

Goal:
-Heavily detailed and balanced map.


Download link:



Please leave feedback on the sector design/balance, map nuances, bugs, etc.  Help me make this map reach it's full glory, leave feedback!
« Last Edit: April 11, 2008, 03:16:01 pm by Lolto » Logged

Life or Lack There Of
Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #1 on: April 10, 2008, 12:51:23 am »

remove the halftracks at the spawn zones plz, or at least replace them with something that doesnt give exp (like the opel blitz)
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Klagt nicht, kämpft!
GammaCommander Offline
EIR Veteran
Posts: 651


« Reply #2 on: April 10, 2008, 12:51:39 am »

Great work as always. The map looks almost like a hybrid between St. Lambert and St. Vith. Maybe you should rename it St. Lamvith.

The map could use some more impact craters and a few more destroyed buildings. Maybe have a few buildings near the point of collapse as well. A few field emplacements (Sandbags) could help flesh it out a bit more so it would look like someone had previously tried to fortified themselves not only on the outskirts, but in the town as well.

If you've played DoD, then you should know what I'm talking about. But not to the extreme that DoD maps give though. Then it just becomes sandbag walls every few meters.
« Last Edit: April 10, 2008, 12:55:05 am by GammaCommander » Logged

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DeltaCommander - Blank
ThetaCommander - Axis Defensive
GammaCommander - Allied Armor

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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #3 on: April 10, 2008, 12:54:25 am »

Interesting changes.

The left side looks very different now. I see you added some houses to the right as well.

Also, no more chateua-ish estate on the bottom right hand side?

Cool changes though, I like it. Stuff is more spread out now.
« Last Edit: April 10, 2008, 12:56:14 am by jackmccrack » Logged

Let's talk about PIATs in a car.
Lolto Offline
EIR Veteran
Posts: 950


« Reply #4 on: April 10, 2008, 12:57:15 am »

remove the halftracks at the spawn zones plz, or at least replace them with something that doesnt give exp (like the opel blitz)

I'll be sure to remove them in the next version then, didn't think they affected anything.   The map layout is weird, it was hard to design a new sector map around, if I get that right then I will make the map look as good if not better than Bastions level of detail. Smiley

Interesting changes.

The left side looks very different now. I see you added some houses to the right as well.

Also, no more chateua-ish estate on the bottom right hand side?

Cool changes though, I like it. Stuff is more spread out now.

Yes I removed the huge block buildings and Chateau because it didn't fit with the map.

The thing that I need to get right asap is the sector design then it will take no time at all to redesign the open areas and add more to the town.
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #5 on: April 10, 2008, 04:28:59 am »

Looks good. I would also de-vanillaize the spawn areas  Cool
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #6 on: April 10, 2008, 02:23:35 pm »

Initial play-test had an overall positive outcome, everyone enjoyed the map a-lot more than the old version.  Sectors are nicely balanced, more accessibility in the center will be added in the next version, along with more variety in design on the very open flank.

 Grin
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Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #7 on: April 10, 2008, 06:04:23 pm »

I PMed you two loading screens to choose from!   Grin
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Kolath's Quote Commandments:
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XNiichts Offline
EIR Veteran
Posts: 78


« Reply #8 on: April 10, 2008, 06:09:15 pm »

Kinda quickly left after the test game we had on this map today.  Just wanted to mention that i did really enjoy the map, sector layout seemed to work very well, though some of them might be a little large in size, (particularly the ones off to the side that nobody really fought over, I suppose unsure if it was actually a sector...which wouldnt be an issue if the map was played more often)

A few areas that annoyed me near the center, with confusing terrain that clearly frustrated my Tiger tank commander.  Overall, very nice.   Tongue
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fldash Offline
Founder
*
Posts: 9755


« Reply #9 on: April 10, 2008, 07:11:51 pm »

Comments: Still feels really big, and I really don't like really big maps, it slows down the gameplay too much by reinforcement times... Other than that, I still think its solid, but that is a pretty big issue IMO.
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AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #10 on: April 10, 2008, 07:12:48 pm »

Don't lose your troops then =) Learn to fall back if the fight is already lost and conserve your men.
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anthony210 Offline
EIR Veteran
Posts: 1016


« Reply #11 on: April 10, 2008, 08:22:13 pm »

Just finished playing the map, I like it. 

Couple issues:  Cant see territory lines on the minimap or tactical map.  Mini map is hard to use as well. 
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fldash Offline
Founder
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Posts: 9755


« Reply #12 on: April 10, 2008, 08:22:20 pm »

If I could fight the whole battle with my initial call-in, that'd be great.  
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #13 on: April 10, 2008, 09:10:25 pm »

Just finished playing the map, I like it. 

Couple issues:  Cant see territory lines on the minimap or tactical map.  Mini map is hard to use as well. 

Not sure how I would fix the tactical or mini-maps, damn snow.  I am going to move the start locations up a but and do some minor variations with the sectors along with two additional sectors along the far open flank which will become less open soon enough.

Worked on it for a bit tonight, I am adding more built up area on both sides of the big ditch, hopefully the map will flow a little better if theres not just big empty fields. Smiley
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TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #14 on: April 11, 2008, 08:27:47 am »

I guess you could add null borders between some of the sectors and add connecting 'bridges'.  That might make the dividing lines more clear.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #15 on: April 11, 2008, 01:48:25 pm »

I guess you could add null borders between some of the sectors and add connecting 'bridges'.  That might make the dividing lines more clear.


Oh that might be good, I'll look into that, maybe I could add a bridge on the right, I will see.
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Nobody Offline
EIR Regular
Posts: 19


« Reply #16 on: April 11, 2008, 02:45:00 pm »

Draygon was originally ONLY allowed to redesign the sector layout to this mod !
The copyright to the map still belongs to me, its not PD.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #17 on: April 11, 2008, 02:53:30 pm »

Draygon was originally ONLY allowed to redesign the sector layout to this mod !
The copyright to the map still belongs to me, its not PD.

I guess somewhere along the line I was misinformed, I was given the impression that the map was to be re-designed by Unknown, seeing as he did not have the time to do it I stepped up.  I only learned recently that Draygon was the one you originally talked to about this, am I allowed to proceed with the re-design or to stop completely and revert to the original version?
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Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #18 on: April 11, 2008, 02:56:49 pm »

Hmm, I wasn't aware only redesigning the sectors was the agreement, must've missed that somewhere.
And yes, he made the agreement with Draygon, not me, I just suggested redesigning it since it actually has the potential to become a very popular EiR map, and there's quite a popular demand for taking this map to the 'next' level.

Aight, you guys work this out via PM.
I'll lock this thread if needed untill you reach an agreement.
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #19 on: April 11, 2008, 03:03:43 pm »

The sectors are the problem.  That and the size should be 4v4 as it was taking Fl- and Boobaka 2 full minutes to run to the front during their setup.  The sectors are way way too large for MCP.
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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
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