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Author Topic: [BETA] 6p/8p Lengfeld  (Read 9625 times)
0 Members and 5 Guests are viewing this topic.
Hartkeks Offline
EIR Regular
Posts: 34



« Reply #20 on: May 10, 2008, 06:11:15 am »

I had a 3v3 on this map yesterday and I noticed that you can shoot through the walls at the churchhill.

My teammate almost got away with his severly damaged Tiger, but then an upgunned Sherman shot through the walls and destroyed it.

Maybe add some shotblockers to the walls so that one can escape around the corners. At least the walls look like they should be solid.

And I didn't like that you have to run around "the block" to get anywhere in the village. There are lots of walls and fences that need more possibilities to pass through. I suggest adding gates or some damaged parts because the game engine doesn't allow infantry to climb or jump over this fences and walls.





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UnLimiTeD2 Offline
EIR Veteran
Posts: 131


« Reply #21 on: May 10, 2008, 07:02:57 am »

Some people consider this map a little too big for a 3v3.
Although I as airborne can't agree with that.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #22 on: May 11, 2008, 01:47:29 pm »

Yeah, its an issue with the way the CoH engine handles heightmapping.  Support walls and hills do not properly shot-block even though they look like they should.
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #23 on: May 11, 2008, 01:50:19 pm »

add "movent blocker / shot block only" from the "gameplay" tab to the positions you really want total shot blocking to be.

You also have to put this around tree clusters because they dont totally block shots
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Klagt nicht, kämpft!
muha2 Offline
EIR Veteran
Posts: 71


« Reply #24 on: May 12, 2008, 10:01:44 pm »

Only one little problem I noticed, the sectors capped really slowly for my team. it was really hard to get the initiative.
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octide-ally Offline
EIR Regular
Posts: 16


« Reply #25 on: May 13, 2008, 01:45:45 pm »

shot blockers on the church hill, its a two sided sword because if an AT gun cant fire down there if its right on the edge, its just as unrealistic as having a sherman firing through the wall.
I have no idea on how to make sectors cap faster or less fast... should be normal.
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DjTerror Offline
EIR Veteran
Posts: 71


« Reply #26 on: May 14, 2008, 04:50:28 am »

iw played few 4v4 on this map.

Map is ok but i find town section too narrow for armour to roll in.
Atleest main streets shud be wider for proper manuvering, other than that i think that idea to have sectors only in town posted by salan2 is a must have.


good work!


 
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octide-ally Offline
EIR Regular
Posts: 16


« Reply #27 on: May 14, 2008, 06:58:23 am »

I'm not quite sure if i understand correctly...

the map layout posted by salan2 has pretty much square sectors all over the map, just in the town the squares are a little smaller. This is pretty close to the current sector layout, except that the sector borders follow the d of the map (like on the 2v2 crossroads for example)

Or did you mean to make sector layout like in westfalen, with areas where there is no territory at all? I dont like it when the flanks count for nothing, especially because HMGs in houses and mortars are both pretty much omni-directional.

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