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Author Topic: [BETA]6p_Argentan  (Read 35648 times)
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GamerAndy Offline
EIR Veteran
Posts: 477


« Reply #60 on: May 24, 2008, 11:28:50 am »

Have an ETA on next release?  Would love to get some games in on this sunday afternoon
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For you, Rocksitter!
http://urltea.com/38uh
Thirteen Offline
EIR Veteran
Posts: 126


« Reply #61 on: May 24, 2008, 12:21:06 pm »

You could use the entire sunday afternoon to play one game of Argentan at the state it's in...=(
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #62 on: May 24, 2008, 04:51:09 pm »

ETA of next release is tomorrow night.


You could use the entire Sunday afternoon to play one game of Argentan at the state it's in...=(

What do you mean?
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #63 on: May 25, 2008, 12:01:15 pm »

How final is this version?
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #64 on: May 25, 2008, 01:51:19 pm »

I demand pics!

 Smiley
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Klagt nicht, kämpft!
Warbirds Offline
EIR Veteran
Posts: 673


« Reply #65 on: May 25, 2008, 02:40:26 pm »

Overhead and estimated sector layout has arrived.

Estimate release within a few hours.

[attachment deleted by admin]
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AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #66 on: May 25, 2008, 02:46:09 pm »

Try and make the number of sectors odd numbered.

[attachment deleted by admin]
« Last Edit: May 25, 2008, 02:49:51 pm by AmPM » Logged


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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #67 on: May 25, 2008, 02:51:15 pm »

And I thought you said I was making too many sectors?   Tongue
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AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #68 on: May 25, 2008, 02:52:37 pm »

Obviously they can be reduced in number, its just to show the principal. Near the spawns keep it to 3 sectors wide, to allow easier capping on the way to the front, nearer the front split to 4, then make the middle line 3. It makes it smooth flowing, and means someone will always have the advantage.
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #69 on: May 25, 2008, 03:02:16 pm »

Is this layout more acceptable?

[attachment deleted by admin]
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Thirteen Offline
EIR Veteran
Posts: 126


« Reply #70 on: May 25, 2008, 03:05:51 pm »

ETA of next release is tomorrow night.


You could use the entire Sunday afternoon to play one game of Argentan at the state it's in...=(

What do you mean?
All the games I've played in it take hours because of so much lag. Half a map full of buildings apparently hurts people's computers.
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AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #71 on: May 25, 2008, 03:11:27 pm »

looks good
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #72 on: May 25, 2008, 03:13:20 pm »

ETA of next release is tomorrow night.


You could use the entire Sunday afternoon to play one game of Argentan at the state it's in...=(

What do you mean?
All the games I've played in it take hours because of so much lag. Half a map full of buildings apparently hurts people's computers.

Try not playing on max settings, then?  My computer runs the map smoothly.
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Warbirds Offline
EIR Veteran
Posts: 673


« Reply #73 on: May 25, 2008, 07:29:37 pm »

New Release.  Version 0.0.5.  Front Page Updated with new link as well.  Would a mod mind cleaning up the thread?  It's a bit cluttered.

« Last Edit: May 25, 2008, 07:32:49 pm by Warbirds » Logged
Thirteen Offline
EIR Veteran
Posts: 126


« Reply #74 on: May 25, 2008, 07:43:01 pm »

It doesn't make me lag, but some people do really poorly on it. Maybe it's just coincidence.
Anyway, I'll take a look at the new one.
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Bodybag2224-Armor Offline
EIR Veteran
Posts: 735


« Reply #75 on: May 26, 2008, 05:36:56 pm »

Very fun map, and a nice change from the Bastion/Abby rotation. Make sure you use fixed locations with the defenders in the 1/2/3 slots. It is hard for attackers, BUT IT CAN BE DONE, this map requires a lot of flanking and knowing the chokepoints. Like Andy said during our game, some buildings are just useless (garages and buildings with no available fire angles. I don't like how the defenders can push up so far, but there are multiple paths of entry (especially with a bulldozer croc/heavy crush vehicle). I do have an idea hen defending with axis. It involves a lot of bunkers, but you can hold the front of the city pretty easily with not many units. If you take some bunkers and build a "fall back" location on that map, after the front line crumbles (which it will do after 5-15mins) you can hold onto the many city sectors. There are so many of them that you need to cap a lot to keep it neutral/in your favor. All in all, a very unique and fun map to play on.


PS: AAAAAAAAADDDDDDDDDDDDDDDDDDDDDDD TEHHHHHHHHHHHHHHH SHOT BLOCKERSSSSS!!!!!!!!!

Wink
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GamerAndy Offline
EIR Veteran
Posts: 477


« Reply #76 on: May 27, 2008, 01:06:49 am »

One thing you need to fix is that there are several buildings that if you get into them you're fine, but when you get out you're fenced in - You can only get out if you happen to have bazookas or schreks on them and you attack ground.

Notably this effects the corner building on the southern side of the city just above the retaining wall opposite that smallish building in the market
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Warbirds2 Offline
EIR Veteran
Posts: 422


« Reply #77 on: May 27, 2008, 04:31:14 am »

Select the unit and get out from the other door then.  I'll try to fix this sometime later.
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Novox Offline
EIR Veteran
Posts: 172


« Reply #78 on: May 27, 2008, 09:03:06 pm »

Still a few pathing problems i have noticed. If the attackers are comming from inside the town. near the player at the very right. The one broken wall that leads to the forest / bushy area, has some micro'ing problem when it comes to some units and tanks. (Sniper / Rangers). Especially if your trying to walk along that wall, facing the buildings when it comes to infantry Tongue
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too bad images are disallowed Sad
Clock Offline
EIR Veteran
Posts: 53


« Reply #79 on: May 28, 2008, 08:39:48 am »

Oh man! i love this map!
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