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Author Topic: [BETA]6p_Argentan  (Read 35788 times)
0 Members and 6 Guests are viewing this topic.
Warbirds Offline
EIR Veteran
Posts: 673


« on: April 17, 2008, 07:42:27 pm »

Archive Pictures (Most likely outdated):
http://forums.europeinruins.com/index.php/topic,4780.0.html

Post some replays and give feedback on how it plays, please.

***Download Version 0.0.6***
http://files.filefront.com/6p+Argentansga/;10476157;/fileinfo.html

***Download Version 0.0.5***
http://files.filefront.com/6p+Argentansga/;10353248;/fileinfo.html

***Download Version 0.0.4b***
http://files.filefront.com/6p+Argentansga/;10252302;/fileinfo.html

***Download Version 0.0.4***
http://files.filefront.com/6p+Argentansga/;10242856;/fileinfo.html

***Download Version 0.0.3***
http://files.filefront.com/6p+Argentansga/;10028127;/fileinfo.html

[attachment deleted by admin]
« Last Edit: June 11, 2008, 03:41:39 pm by Warbirds » Logged
TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #1 on: April 17, 2008, 07:43:30 pm »

I'd pick the first one Smiley
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anthony210 Offline
EIR Veteran
Posts: 1016


« Reply #2 on: April 17, 2008, 07:44:00 pm »

looks good, gotta get it added to the module file and then we can test it.  Otherwise its a big hassle to play maps that arent in the module.
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #3 on: April 17, 2008, 07:44:46 pm »

Or... you could not be lazy and test it for me?   Undecided
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anthony210 Offline
EIR Veteran
Posts: 1016


« Reply #4 on: April 17, 2008, 07:47:20 pm »

Its very difficult to test a map thats not the module unless everyone in your game knows how to play a map that isnt in the module file.  And these days with all the new players its a hassle just getting a game started, much less teaching them how to play a custom map thats not in the module.
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #5 on: April 17, 2008, 07:47:41 pm »

Fine, fine.
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anthony210 Offline
EIR Veteran
Posts: 1016


« Reply #6 on: April 17, 2008, 07:49:26 pm »

Also you should add that they should add that line to the module AFTER they start up the launcher, and then dont close the launcher otherwise it will redownload a new module file and erase your edit.
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salan
Guest
« Reply #7 on: April 17, 2008, 07:50:47 pm »

module update!.... where are you Smiley
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #8 on: April 17, 2008, 08:00:29 pm »

I'm just wondering, did the atmosphere guide help you?
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #9 on: April 17, 2008, 08:01:53 pm »

It did, but the atmospheres that go well with the map don't work right when linked together.
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DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #10 on: April 17, 2008, 08:36:32 pm »

 Here you are.





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AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #11 on: April 18, 2008, 07:57:55 am »

God that bloom looks terrible...
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #12 on: April 18, 2008, 12:44:30 pm »

The lighting that DF used is not in the map at all.  He made it for the screenshots he posted.
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Skewldya Offline
EIR Veteran
Posts: 80


« Reply #13 on: April 18, 2008, 02:54:16 pm »

Played a 3v3 on the map today...first impression arent good.  The map is VERY restricted.  With the amount of buildings that there are as soon as anyone gets MGs in the buildings they can easily push forwards and cap the sectors.  Tanks are pointless in the town because there is no room to maneuver at all.  The sectors are linked very oddly, and it was taking forever to neutralize a sector and then cap it.

By design it looks good, its not practical though.
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BradAnderson1 Offline
EIR Veteran
Posts: 87


« Reply #14 on: April 18, 2008, 02:58:37 pm »

possibly make a map description of attackers start outside but make the defense line into the fields
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Escforreality Offline
EIR Veteran
Posts: 50


« Reply #15 on: April 18, 2008, 03:07:15 pm »

Had a 3 v 3 on it and I actually enjoyed the map, but the sectors are too small i think also they take far too long to cap. The entrance top right had side is too small troops keep getting stuck especially if there is a vehicle present. My thoughts would be remove some clutter but thats up to you. 
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #16 on: April 18, 2008, 04:17:27 pm »

I don't know how to make sectors cap faster, unless low valued sectors cap faster.

And it's a city, there's not going to be a lot of room for maneuvering, use them more for support, rather than spearheading an offense.  I'm guessing grenades and flanking through the various alleyways would be almost essential to advancing through the occupied areas of the city.

And I said I can't do sector work well, and I guess I did them worse than I thought I did.

I'll have to change the chateau, since someone mentioned it auto-field-barracks itself.  I'll add a map description next time I go to compile the thing.

Which entrance on the top right?  There are like 6 entrances on the top right side of town, since I'm assuming that's what you mean.
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Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #17 on: April 18, 2008, 06:18:08 pm »

Battle 7817

[attachment deleted by admin]
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Draygon Offline
EIR Veteran
Posts: 1636


« Reply #18 on: April 18, 2008, 11:01:02 pm »

Quote
And it's a city, there's not going to be a lot of room for maneuvering, use them more for support, rather than spearheading an offense.  I'm guessing grenades and flanking through the various alleyways would be almost essential to advancing through the occupied areas of the city.

Problem is, this causes problems for some peoples doctrine abilities.  Basically my T4 is useless on that map, unless Im attacking from the field.  Just giving you my thoughts, but I dont think it will be too popular as it is, maybe remove some of the buildings to make it a bit more open.

Oh and the crater we talked about...make it more "dirty" because its too "clean" right now.
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Apex Offline
Honoured Member
*
Posts: 2971


« Reply #19 on: April 19, 2008, 05:55:11 am »

The map is way too stalemate. The little entrances and especially the small hedgegaps make the town too hard to attack and very easy to camp. Sectors are too small and the second wall directly after the first one inside the town make it very weird to defend. Also, row houses are standing alone. Cmon guys, who would build a free standing building with only one side having windows.

Also the map is way too bugged. I know its your first map, but have to bug test it properly before you release it. Uncappable sectors, buildings changing into automatic forward barracks and drive-through walls reduce the game experience a lot.
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