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Author Topic: [Beta] 4p_Varaville  (Read 17440 times)
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overfreeze222 Offline
Content Creator
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Posts: 199


« Reply #20 on: January 01, 2009, 06:03:53 am »

Well i have added some stuff in, removed some stuff and made the map more playable.


 -removed a fair amount of water, replaced with land and fordables sections.
 -made largest field smaller and added 2 more houses
 -section of water behind island is DEFINETLY fordable now
 -removed row of groves near lake to open up and make harder to defend
 -added a few more splats


 Link is on front page
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Never EVER not cut leave out the blood drippings on a computer case.
I did, and the Power-supply literally EXPLODED.
The most uncomprehensible post on the forums... Ever.
Spitfire92 Offline
EIR Veteran
Posts: 64


« Reply #21 on: January 06, 2009, 06:55:22 pm »

looks like a country version of st.hillaire.
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overfreeze222 Offline
Content Creator
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Posts: 199


« Reply #22 on: January 23, 2009, 06:53:32 am »

I am changing this map completely, still same layout, but its going to be a ruined town, lots of heavy fighting and stuff. One lake is being taken out and the other made much smaller, and more than likely omitted in future.


I wood also like some more ppl to try this map with me when i get back and edit the map (29th Jan). Plz post here or ask in vent if ur interested.

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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #23 on: January 30, 2009, 06:29:29 am »

you all say it looks great, but i dont see screenshots  Huh
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #24 on: January 30, 2009, 06:52:27 am »

Because they were here until EIR´s webhost was changed a couple of days ago..
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If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
overfreeze222 Offline
Content Creator
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Posts: 199


« Reply #25 on: January 30, 2009, 08:52:42 pm »

Yer ill put the screenies on filefront soon.


Just gotta finish changing it all Smiley
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.::HeaTSeeKeR::. Offline
EIR Regular
Posts: 19


« Reply #26 on: February 06, 2009, 04:40:13 am »

ummm screenies didnt work on filefront so i posted on OMG webby the thread is Varaville Remade.
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"Oh sorry, dont let me interfere with ur fancy dieing talk. now DIE!" Sarge, Red vs Blue


Thats right... I went there.
jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #27 on: February 06, 2009, 11:22:42 pm »

4p_Betamap.sga does not sound very attractive.
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Let's talk about PIATs in a car.
jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #28 on: February 06, 2009, 11:45:28 pm »

BUG: One of the spawns is too thin. It is the one in the NW, with the little forest path. Tanks cannot get through.
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31stPzrGrenadier Offline
EIR Regular
Posts: 38


« Reply #29 on: February 06, 2009, 11:46:32 pm »

Bad Map Design.

1. While the forests are certainly realistic looking, it does not help gameplay. It overly favours infantry. Reduce the number of trees by an average of 2 per 32x32 m square.

2. The craters in the road disrupts the pathing completely. Favours defence more than even battle.

3. One of the forest entrance are made too small. A tiger cannot pass through it.

4. Please do more design evaluations first.
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.::HeaTSeeKeR::. Offline
EIR Regular
Posts: 19


« Reply #30 on: February 07, 2009, 12:36:51 am »

4p_Betamap.sga does not sound very attractive.

theres a reason its called that.....
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.::HeaTSeeKeR::. Offline
EIR Regular
Posts: 19


« Reply #31 on: February 07, 2009, 12:41:27 am »

Bad Map Design.

1. While the forests are certainly realistic looking, it does not help gameplay. It overly favours infantry. Reduce the number of trees by an average of 2 per 32x32 m square.

But u should also have noticed that the majority of trees are around the spawns, not exaxtly game chaniging, and most of the trees are crushable

2. The craters in the road disrupts the pathing completely. Favours defence more than even battle.

Easily fixed

3. One of the forest entrance are made too small. A tiger cannot pass through it.

Dito 2nd Quote

4. Please do more design evaluations first.

Explain?
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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #32 on: February 07, 2009, 12:48:43 am »



theres a reason its called that.....
[/quote]

What reason is that?
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.::HeaTSeeKeR::. Offline
EIR Regular
Posts: 19


« Reply #33 on: February 07, 2009, 12:50:50 am »

so u dont have to screw around with the module file Smiley

didnt u know about that mr. mccrack?
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jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #34 on: February 07, 2009, 12:52:20 am »

I did not.
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.::HeaTSeeKeR::. Offline
EIR Regular
Posts: 19


« Reply #35 on: February 07, 2009, 01:40:12 am »

then i am gald we have cleared that up.
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31stPzGren Offline
EIR Veteran
Posts: 455


« Reply #36 on: February 07, 2009, 01:49:36 am »

Bad Map Design.

1. I refer to the trees around the city. Generally, non-crushable trees and craters on the roads does not allow the option for a fast attack charging down the road. If you want the game to be played in this manner then my comment is invalid.

As it is, there is a hell lot of pine trees on "rolling terrain" which does not make sense. Go into a jungle and you'll see that terrain aren't so unnaturally propped. It reminds me of oblivion 4 with its weird terrain. Do more smoothing. Take a look at maps with height lines, observe the distribution of soil height and "recon" the ground to have a look at how trees are placed.

2. The craters in the road disrupts the pathing completely. Favours defence more than even battle.

Easily fixed

4. What I meant by design evaluation is like... How do you want the players to fight? Most EiR maps are based around "fight over the town in the middle" concept. Personally I don't like this because it is rare that two armies come together and meet head to head in an urban setting. More often than not, they are skirmishing outside a town, or someone's attacking someone elses town or bridge or some major location.

Playing your map a little, I see the intention to allow flanking to move to the rear to hit the enemy but the placement of the trees and craters makes even a proper well execute rear flank easy to counter due to the terrain. By the virtue of using MCPs divided down the middle of the map, someone can just camp in the buildings and ignore all the flanking. Side grids has to be improved slightly.

Think about how you want the game to play out, how you want to prevent abuses and stuff by implementing design features. Thats what I meant by doing more "design" evaluations. Plan your map out rather than just making something that seems fun and nice.
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.::HeaTSeeKeR::. Offline
EIR Regular
Posts: 19


« Reply #37 on: February 07, 2009, 02:54:43 am »

Bad Map Design.

1. I refer to the trees around the city. Generally, non-crushable trees and craters on the roads does not allow the option for a fast attack charging down the road. If you want the game to be played in this manner then my comment is invalid.
Ahh but 90% of the trees around city ARE crushable


Quote
As it is, there is a hell lot of pine trees on "rolling terrain" which does not make sense. Go into a jungle and you'll see that terrain aren't so unnaturally propped.


and plz explain wat rollling terrain is.
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.::HeaTSeeKeR::. Offline
EIR Regular
Posts: 19


« Reply #38 on: February 07, 2009, 02:59:28 am »

BUG: One of the spawns is too thin. It is the one in the NW, with the little forest path. Tanks cannot get through.

yea im gonna change it to a double spawn point like in crossroads
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.::HeaTSeeKeR::. Offline
EIR Regular
Posts: 19


« Reply #39 on: February 12, 2009, 04:13:02 am »

new version out

if all goes well this shood be the final one just gotta get it played more

(btw Snoobish, Gunny and Speed12ricer can u plz post a comment here about the match on it)


    -widened spawn
    -moved a few splats
    -changed some trees around from uncrushable to crushable


thats it Smiley

Also, lookout for my next map, Forked Road (original eh? Wink)
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