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Author Topic: [BETA]6p_Argentan  (Read 35855 times)
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #40 on: May 15, 2008, 09:11:40 am »

I have to redo sectors before I re-upload.  And I can't do that until after school, so give me a few hours, not to mention I'm going to see if I can't do anything more to the map.
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Aggamemnon Offline
Donator
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Posts: 418


« Reply #41 on: May 15, 2008, 09:42:19 am »

Well... at least now you're going to make a NEW link Wink
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"Success on D-Day, depended entirely on these men"
Warbirds Offline
EIR Veteran
Posts: 673


« Reply #42 on: May 16, 2008, 01:55:19 pm »

I've comprised a sector layout, I'll build it now or later today.  Posting for preview.

[attachment deleted by admin]
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #43 on: May 16, 2008, 04:37:18 pm »

This should work.  Try it out guys!



Here's the loading screen.  And Kolath, could you make me a better one?

[attachment deleted by admin]
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GamerAndyAlly Offline
EIR Veteran
Posts: 311


« Reply #44 on: May 16, 2008, 09:58:55 pm »

Warbird,
Tried out the map with a couple of guys - 3 times actually, because we desync'd 3 times about 10 minutes after the setup period, was quite strange
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #45 on: May 16, 2008, 10:02:59 pm »

It's not the map, I've just played 2 or 3 games on it without problems.
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salan
Guest
« Reply #46 on: May 17, 2008, 12:48:23 pm »

Warbird,
Tried out the map with a couple of guys - 3 times actually, because we desync'd 3 times about 10 minutes after the setup period, was quite strange

hmmm thats USUALLY a player, was it the same people each time?
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #47 on: May 17, 2008, 02:21:09 pm »

Fix for certain problems on the map (smoke textures, confined left fields).

Version 0.0.4b is here:

« Last Edit: May 17, 2008, 03:14:50 pm by Warbirds » Logged
GamerAndyAlly Offline
EIR Veteran
Posts: 311


« Reply #48 on: May 19, 2008, 09:58:44 am »

Per our games and conversations over the last few days, just wanted to make a list of my suggestions:

Territories:
There need to be fewer, larger territories at the spawn locations and extreme 15% of each side of the map, like you saw, when you spawn into this it's a pain in the ass to have to sit there, because if you just run up some sectors will not cap and the entire side of the map falls apart.

Spawns:
Either the city is too small or the spawns are too close, because when you're attacking the city and you move about halfway into it, all you're going to face is spawn buffed troops - Also, as a defender in the southern spawn, its very easy to get completely trapped in your spawn since its at the end of a long road about 25% down the side of the map

impassable streets:
about half of the map (southern half) has streets that are blocked by rubble to the point where heavy tanks like tigers, pershings, and KTs will not fit and every other tank has pretty bad pathing issues with them

The Church:
While it looks nice, if the defenders actually get pushed back to the church then they've already lost - the only good part for them is that two of the players can easily get troops there within 5 seconds from spawn, so they get a major advantage

I recommend taking the map and putting it on a larger canvas - add another maybe 20% to the city end of it, finish the city there, and have some fields or an airstrip or something that kinda mirrors the far side and makes it so the defenders don't literally spawn in the same place where the heaviest fighting is likely to occur.  Its a great map, the details are all very pro and the concept is neat - but from a balance perspective, defenders spawning in the city is a big pain in the ass
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #49 on: May 19, 2008, 12:50:41 pm »

I'll work on sectors, and I'll transfer the map to a new file with a bigger map size.  I'll either widen the streets with rubble or reduce the amount of rubble actually in the streets.  And if the map is bigger the church can stay.   Tongue

Edit:  I'm going to increase the height and width of the map by 3 sizes, should give you guys more than enough room to fight.
« Last Edit: May 19, 2008, 01:02:38 pm by Warbirds » Logged
salan
Guest
« Reply #50 on: May 19, 2008, 01:04:07 pm »

Love the map warbirds, making it a bit bigger and open will probably facilitate it quickly becoming a favorite of many.

The sector layout itself is a steaming success, which I am so glad you tried out...

poor unknown bastions legacy lives on!
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #51 on: May 19, 2008, 01:07:40 pm »

Heh.  Thanks, Salan.

Old map size:  576x352 with playable area as 448x288.

New Map Size:  672x448 with playable are as 608x384.

Intermediary Map Size:  640 x 416 with playable area as 576 x 352.

I'm going with the larger size, but from WB it looks a little too large.  I'll have pics up in a few minutes detailing both size changes.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #52 on: May 19, 2008, 01:12:26 pm »

That is nearing too large, its almost (within 150) as big as FC. Which is huge even for 8 people.
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #53 on: May 19, 2008, 01:13:26 pm »

So I should use the intermediary size?
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #54 on: May 19, 2008, 02:16:11 pm »

BTW: what sort of scenario did you want? were do you want the convoy to come from and who does it belong too etc?
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GamerAndyAlly Offline
EIR Veteran
Posts: 311


« Reply #55 on: May 19, 2008, 02:19:31 pm »


The sector layout itself is a steaming success, which I am so glad you tried out...

Salan,
After 5 games played on argentan I can tell you definitively that the sector layout in the 20% of the map comprising the spawns does NOT work at all, its very clumsy and requires you to actually divert units to cap your spawn sectors instead of getting them to the front as quickly as possible and having that initial movement cap them.


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salan
Guest
« Reply #56 on: May 19, 2008, 02:29:32 pm »


The sector layout itself is a steaming success, which I am so glad you tried out...

Salan,
After 5 games played on argentan I can tell you definitively that the sector layout in the 20% of the map comprising the spawns does NOT work at all, its very clumsy and requires you to actually divert units to cap your spawn sectors instead of getting them to the front as quickly as possible and having that initial movement cap them.





ya ya but thats not what I was meaning.. the overall middle sectors are really the ones that matter.

he does need to fix the spawning in ones BUT he has it right in having even numbers and what not.  the 4 layered boxes make for good flanking moves.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #57 on: May 19, 2008, 03:40:12 pm »

I gave him a sector layout but it hasn't been changed yet.
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #58 on: May 19, 2008, 03:44:31 pm »

I gave him a sector layout but it hasn't been changed yet.

Uh, when and where?
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #59 on: May 23, 2008, 09:46:24 am »

Just letting everyone know, work on the map is about a third of the way finished for the next release.  Added stuff to left and middle city spawn points, need to start on right, and add stuff to the fields, etc, and redo sectoring.
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