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Author Topic: {BETA} 4p_St_Asque  (Read 12174 times)
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« on: September 30, 2008, 11:26:37 am »

Download link for the v5 SGA:
http://rapidshare.com/files/158440792/4p_St_Asque.sga.html

Well, 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.jpg
the 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.jpg
As 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!

[attachment deleted by admin]
« Last Edit: November 08, 2008, 01:25:53 am by Mysthalin » Logged

Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #1 on: September 30, 2008, 01:14:09 pm »

Right side is in a advantage by the map design, more cover, faster acces, especially to the curch, cause there is no headgrow in the way
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #2 on: September 30, 2008, 02:45:34 pm »

Right side is in a advantage by the map design, more cover, faster acces, especially to the curch, cause there is no headgrow in the way

But the church it´s closer to the left side..

Pretty good to be your first map.
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #3 on: September 30, 2008, 06:14:50 pm »

If i put it in do i have to modify the EiR file thingy to accept the map?
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #4 on: September 30, 2008, 06:28:10 pm »

If i put it in do i have to modify the EiR file thingy to accept the map?

Yes for now.  Once there is a consensus that it is decent start, Salan can add it to the module file.
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Nevyen Offline
Honoured Member
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Posts: 2365


« Reply #5 on: September 30, 2008, 06:31:09 pm »

very nice map testing would be good to see if this can be added to the 2v2 selection.
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #6 on: October 01, 2008, 06:02:25 am »

could you then include this map embedded withign an allowed map.
editing the file is very annoying
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #7 on: October 01, 2008, 07:48:43 am »

Right side is in a advantage by the map design, more cover, faster acces, especially to the curch, cause there is no headgrow in the way
However, the church does not actually cover the road, so just camping in it does not really benefit you in any possible way if you're not covering the forest as well(you'll just get capped all around you).
The church is meant more as a fall-back position to lure your enemies into, or as a stronghold in a full defensive line Smiley.
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #8 on: October 01, 2008, 09:25:30 am »


Right side is in a advantage by the map design, more cover, faster acces, especially to the curch, cause there is no headgrow in the way
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #9 on: October 01, 2008, 09:28:59 am »

RTC has faster access to the church (from the right side) as well, who cares :p
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #10 on: October 01, 2008, 09:42:16 am »

yeah, but in rtc the church is not in the middle and the way to the 2 other buildings (center) is blocked with a headgrow/wood for the side that is closer to the church, so it balances itself out.


Obviously no one cares about map balance.
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Lolto Offline
EIR Veteran
Posts: 950


« Reply #11 on: October 01, 2008, 09:47:29 am »

Thtb talks about map balance, news at 11.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #12 on: October 01, 2008, 10:00:36 am »

In RTC the church is closer to the main road (which is the middle line) than it is on this map, judging by the overview at least. Wink

Honestly I don't care much about map balance, I seem to have a natural talent for making maps that work, unlike skunker :p. Haha j/k.
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #13 on: October 01, 2008, 10:14:59 am »

lol
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #14 on: October 01, 2008, 10:38:16 am »

This map looks fairly small... what is the size of the playable area?
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #15 on: October 01, 2008, 10:52:19 am »

Yeah, it's not too huge...
352x192(playable area)
The non-playable area is way too small, I know of that much, and It will be the first thing I'll fix once I get to creating v2 of the map(currently thinking of things to add into the map).
I'll also be fixing the sectors - they look untidy in-game(not perfect rectangles - they're quite deformed)
Though I would like the map tested in a few games first, to see how good/bad the balance is.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #16 on: October 01, 2008, 10:53:00 am »

Likely too small for a 2vs2 mate.
Might make for some great clusterfuck fighting but there will be very little room for flanking and the map is likely not large enough in lenght, spawn artillery might be a bitch.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #17 on: October 01, 2008, 11:11:12 am »

spawn artilery, as my observation has foud out, hits the sectors where you start from, and one sector adjacent to that. Since I've made the sectors so that spawn arty would not fuck you up as soon as you touched the wrong side of the church, don't think spawn arty will be that much of a problem.
The forest is key, if you're intending to do strategic flanking operations, and it has quite enough cover to support tactical fighting as well.
After running it a few times in the EiR launcher, I found this map is not too much "shorter" than RTC, maybe about 25 percent(at the very most).
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #18 on: October 01, 2008, 11:15:19 am »

It's shorter and more narrow than RTC.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #19 on: October 01, 2008, 11:47:13 am »

If we're comparing widths of the two maps, let's compare widths.
If we're comparing lengths, let's compare lengths.
352/544 = 0.647...
So basically, my map is smaller than RTC by 36 percent in terms of length, and 17 percent in terms of width Wink.
Do not ever compare the width of one map to the length of one map - totally pointless Cheesy.
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