Download link for the v5 SGA:
http://rapidshare.com/files/158440792/4p_St_Asque.sga.htmlWell, I decided I oughta try my hand at trying to make a map(since modding itself would be a bit out of my mental grasp), and I want to help OMG.
So here's the map - St Asque, a rural, ascetic(Asque for cette raison) community situated on a woodland.
The map features a totally crossable forest(confirmed on infantry crossing it), however denies the posibilty for armor to actually manouver there properly(Airborne and Luftwaffe will be loving that big dropzone, now won't they?) I understand the map needs quite a lot of work, especially in the aesthetics/sector tweaking departement, and I don't expect the balance to be perfect - far from it.
http://img407.imageshack.us/my.php?image=stasquemmbv6.jpgthe overhead view of my first map.
The SGA is posted on the EiR forums - can't upload it to these for some reason.
EDIT :
UPDATE :
v2 is out, grab it on the EiR forums if you guys like, here's the new version's screenshot :
http://img528.imageshack.us/my.php?image=4pstasquesh6.jpgAs you can see, the map has been largely increased in size, more stuff has been added to the right side(however some of that is invisible due to the reduced quality of a larger picture).
The "edge of the world" is no longer seen(I hope) due to me expanding the OOB area considerably.
Not many extremely new features to be noted.
UPDATE:
Version 3 is out, grab it at the EiR forums.
Changelog for v3 :
- Territories are square.
- Splines and Splats everywhere, there's even flower splats!!
- Roads fixed.
- Walls now have extra holes in them, for easier navigation of infantry, buildings are easier to flank.
- Hay in the field!
- Map preview fully working and owning and...
- Bloom has not been moar'ed.
UPDATE
v4 is out.
Changelog for version 4 :
- Farm renewed - looks much more realistic, as well as better.
- Walls fixed a fair bit for aesthetic purposes. v5 will have them totally reworked so they become really, really good, and to work out the bugs.
- Added an atmospheric setting to the map, which most people should enjoy.
- Splats reworked a bit, for a better aesthetic feel on the map.
- Working loading screen added( I hope).
- Reworked some of the Trees so they do not hinder the sightlines. The main forest is going to be hit by a large rewamp at v5, to make sure of easy navigation, micro in the forest, as well as make it look just that much better.
UPDATE
V5 is out
- Walls reworked a fair bit for pathfinding issues. Should be no more wall induced pathfinding issues.
- Forest "emptied up" of trees, so that you can see what you're doing, a lot better.
- Added more light cover all over the map.
- The southern factory building now has damage on it, as an HMG in it becomes very powerfull and capable to shoot at VERY wide angles(the damage should make it less juicy of a set up location).
Please notify me of any bugs you might notice.
Feedback would be appreciated.
Could use some testers to try the map out with me. It features only strat points and even one high muni point, so expect infantry spam!
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