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Author Topic: [BETA] 4p_Overlord REVIVAL  (Read 8988 times)
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Steinmarder Offline
EIR Veteran
Posts: 404


« on: April 11, 2008, 03:13:56 pm »

Intentionally started without screenshots and/or any description of the map whatsoever!!
(as only players who know the old overlord map should post here to keep this thread clean)

I am reworking my very first multiplayer (EiR) map, Overlord

Teaser screenshots will come up in the next 2 days, release of the first (new) beta version depends on the workload at work in the next days..

Ill definatly wait with the release until FL is back from vacation, so any ideas (from community members who know the old overlord): Phrase your sentences well, as you have a couple of days to convince me of your ideas  Wink
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Klagt nicht, kämpft!
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #1 on: April 11, 2008, 03:16:17 pm »

Are you starting from scratch completely or are you going to be using the original map layout?
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #2 on: April 11, 2008, 03:25:42 pm »

im using the original map layout

so far i have added

 - way more eyecandy (stuff that i learned while doing westfalen and frozen)

 - "filling material" in the previously "kinda empty" zones

 - general reducement of the sector count (as spawn artillery should reach further inland now)

 - some changes to the general layout yes, as totally flattening here, raising there, adding another way up here.....

 - unknown will get his will in (nearly) every aspect  Grin (nearly: im still keeping my cliffs Tongue )
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Prydefalcn Offline
EIR Veteran
Posts: 164


« Reply #3 on: April 11, 2008, 03:27:34 pm »

Dear god, no...
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Prydefalcn - Axis
CommanderNewbie - Allied
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #4 on: April 11, 2008, 03:28:05 pm »

If you send it to me, I can review it in detail.
Only on sunday though Wink. I'm at home right now.

Although in all honesty, I believe there were some serious flaws with the original layout :/.
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #5 on: April 11, 2008, 03:34:26 pm »

well, I won attacking every time i played it attacking, so, no, no flaws Grin

ok, serious now, flaws: shooting through cliffs -> solved, huge amount of shotblockers added on every "above grass level" cliff

so every cliff that stands up a bit blocks shooting completely now, cliffs that "hang down" (only in the "rear defense" area of the map and 2 places at the first cliff row) are still allowing fire to the area beneath it.

EDIT: eeeh yeah, i modified most of the cliffs to go along with my blocking changes.. not at my pc this weekend just wanted to get some input / check responses to the idea of reviving overlord
« Last Edit: April 11, 2008, 03:39:16 pm by Steinmarder » Logged
|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #6 on: April 11, 2008, 05:40:24 pm »

If you send it to me, I can review it in detail.
Only on sunday though Wink. I'm at home right now.

Although in all honesty, I believe there were some serious flaws with the original layout :/.

I played with stein on it attacking and we won Smiley.
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #7 on: April 16, 2008, 02:49:55 am »

Will take longer than expected to release anything, as workload at work increased for this week and ill be underway until the weekend

couldnt work on westfalen (the sector fine tuning) either so far.

Hopefully ill get some stuff done at the weekend
« Last Edit: April 24, 2008, 11:32:37 am by Steinmarder » Logged
Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #8 on: April 29, 2008, 05:31:39 am »

New overviews so far and a close up of the new / changed way up on the left hand side from the beach

EDIT: redoing of the central trench area will be next, want to completely overwork that too

[attachment deleted by admin]
« Last Edit: April 29, 2008, 12:40:06 pm by Steinmarder » Logged
BoDyBaG2224TLS Offline
EIR Veteran
Posts: 798


« Reply #9 on: April 30, 2008, 06:11:03 pm »

Is this the D-day map?

N E WAYZ it looks fucking impossible for the attacking side to breach and still have stuff left to do an "inland" push.
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DerangedGerman Offline
EIR Veteran
Posts: 448


« Reply #10 on: April 30, 2008, 06:11:53 pm »

It looks awesome. Can I PLEASE do the atmosphere?   Cheesy

Really, though. Can I?
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salan2
Guest
« Reply #11 on: April 30, 2008, 07:08:16 pm »

interesting!
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #12 on: May 02, 2008, 07:49:19 am »

Im working on some scar code to have random artillery come down on the fortiefied positions (with a warning before it comes, if managable also with a radar ping for the incoming arty so its not getting too frustrating for the defenders either)

I also still have to redo the positions in the center to give it a better look (other, wood supported trenches)

@ deranged:

  What kind of atmosphere did you think about? At the moment its medium rain with some lightnings.
  You wanna do a nice transitioning one? PM me your idea and if you need the whole map to create it.
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Clock Offline
EIR Veteran
Posts: 53


« Reply #13 on: May 02, 2008, 08:09:40 am »

OMG, it's awesome O.O
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #14 on: May 02, 2008, 02:32:05 pm »

Finally got my code working and did some testing

This is how it would look after eh, 3 hours or so of playing with the timers ill set for the EiR version
I had em shorter at the moment for testing

 Grin

Got a warning message displayed now too, allthough it was a work around and i need fl to give me the exact code for the EiR warnings when hes back. But at least the code works.

Map pings are working too, 5 seconds in advance of the artillery barrage, together with the warning text.

Now i need some ppl for playtesting.

[attachment deleted by admin]
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #15 on: May 02, 2008, 02:35:32 pm »

(fucking) sweet
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They Call Me SpitFire Offline
EIR Veteran
Posts: 563


« Reply #16 on: May 02, 2008, 03:34:06 pm »

Looks fun,but don't ask me haha I never saw the original Undecided Good Job man keep it up/
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #17 on: May 02, 2008, 03:42:58 pm »

First short test was a success, with exclusion

Warning text and minimap ping works, game crashed because we were 2 players

The code needs both allied players to be ingame, as the artillery barrages belong to them, codewise.

Problem that could exist now: If 1 player dies and leaves the game, the next barrage could crash a game 60min ingame. Allthough mines also stay deployed if one is 'all out' and destroyed.. mh, could work fine, could crash it. Have to test that one as soon as i get more than 1 for playtesting.
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #18 on: May 06, 2008, 04:24:52 am »

Hey Folks, little update on the progress:

First screenshot shows you the new (highly increased) spread of shot blockers around the map, basically everywhere where a cliff stands up which has no sandbags/sangbag piles on the edge

Second shows the reworked center of the map and another new passage between the center and the very left trench/bunker position.


As you can see, if you open both of the shots, there are shot blockers all along the cliffline ( -> second shot upper left corner) except for the sandbags position and they way down. This amount of blockers everywhere should increase the realistic feel of the map and add way more tactical posibilities than in previous versions.

Needs testing now.

Cheers

[attachment deleted by admin]
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Bunniekiller Offline
EIR Regular
Posts: 6


« Reply #19 on: June 11, 2008, 08:20:21 pm »

I'll test it for you, PM me.
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