*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 29, 2024, 08:14:50 am

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1] 2 3 4   Go Down
  Print  
Author Topic: [FINAL] 8p_Wake Island  (Read 33120 times)
0 Members and 1 Guest are viewing this topic.
LeoPhone Offline
Honoured Member
*
Posts: 0


« on: January 16, 2009, 10:45:45 am »

Original map by ZeluS
http://companyofheroes.filefront.com/file/Wake_Island;75458

Now I redone it for EiR!
what else to say? best map ever?  Tongue


!! UPDATE !! VERSION 1.2 !!

after some good ideas for improving the map, and some criticisms...  ive made 1.2
here are the changes:

-a lot of coral reefs have now been uncovered, in other words you can move a bit quicklyer around in the middle water
-territories in the mid water are gone
-some changes to the territories onland to make the map more balanced.
-some extra flanks on the island, and three new points to enter the water will make the map more balanced and better to flank.
-after some complains about 3 guys attacking 1 and others cant reach him or whatever, ive decided to make the map a 4v4 (but dont be shy playing 3v3 or something, originally it was a 2v2)
-some minor changes

download link for Wake Island 1.2 (already named it 4p_betamap, just overwire old file)
http://www.megaupload.com/nl/?d=UBL4Y22A
http://rapidshare.com/files/191619073/4p_betamap.sga.html
http://files.filefront.com/4p+betamapsga/;13048960;/fileinfo.html



WARNING OLD FILE!!!
Version 1.1: http://files.filefront.com/4p+betamapsga/;13002194
http://www.megaupload.com/?d=20ZLWR90
http://rapidshare.com/files/185506250/4p_betamap.zip.html

ive already named the map 4p_betamap, so you only have to put it in archives and we can play!!!

Modifications:

bridge is invunrable!
changed one access point to the water to a more balanced position
part of airfield is now a NOT spawn position terrtitory
not possible anymore to shoot from the water at the island or otherwise (for AT guns atleast, flak 88s probably can shoot)
some minor changes

and ive read that on the real island, the coral reefs are exposed at low tide, i could make the map with some above water areas in the middle for quick flank posibilities (i didnt do this in version 1.1!!!)

(about the screenshot without the water, the white areas in the middle are unacessable and the water around the island you cant get too ofcourse...

this is how the map looks like:


Attachment: http://www.yourfilelink.com/get.php?fid=484095

[attachment deleted by admin]

[attachment deleted by admin]
« Last Edit: April 29, 2011, 05:43:52 am by LeoPhone » Logged
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #1 on: January 16, 2009, 10:49:10 am »

Its the 1st game we played on Wake Island,
weve all enjoyed the game, axis were defending,
however the axis were having a hard time with the callops, next time use the center flanks via the water more guys!!!!

see the attachment here or wherever to dl the replay
this replay was in the old map so you need http://files.filefront.com/EIR+Wake+Islandsga/;12994348;/fileinfo.html)
battle ID : 14935,  its the attachment one without a number

----------------------------------------------------------------------------------------------------------------------------------------------

just played a 3v3 game on the 1.1 map,

allies were defending this time.
the axis 1st concentrated at the top map (they triple teamed me) but it didnt feeled like there were many troops attacking me, it might was becouse they didnt use the flank via the water?
we didnt use any arty this time, so about last game: you dont need callops to win!!!

replay is at the attachment, battle ID = 15263 its the one with the 2 at the end
 http://files.filefront.com/4p+betamapsga/;13002194 = 1.1
axis were quite pissed off, but i guess thats becouse someone lost his vet 3 and they were quite losing ofcourse.
this just proves again that this map has a very other tactic needed to win.

and Nick sayd that it might be bttr to remove the middle territories in the water, becouse theyre only for flanking and not for fighting, you shouldnt have to move all your troops in the water again just to cap the territory.
so thats an idea for the next patch

next game il play as axis, and prove the map is balanced!   Angry


-----------------------------------------------------------------------------------------------------------------------------------------


just played a 3v3 again,
 this time i was axis, and i quite succeeded flanking the enemy defnensive position and make my own defensive position, only then i got flanked by paras who killed my AT and then the crocodile attacked
i didnt lost any troops i could just hide them. only bad was maybe that the island is so big, so i couldnt get AT there fast maybe i should make it a 4v4?
dirtbag failed using new tactics so he just dropped  Lips sealed

in next patch im gonna make sanddunes in the water so you can flank a bit more quickly, remove the mid territory and make it unable to walk all the way to the other enemys spawn only trough the water, so you gotta get on the island too
 http://files.filefront.com/4p+betamapsga/;13002194 =1.1
battle ID = 15502

rec file is at the attachment (its 436.87 KB(so you kno which one))

[attachment deleted by admin]
« Last Edit: January 22, 2009, 05:18:08 am by LeoPhone » Logged
fldash Offline
Founder
*
Posts: 9755


« Reply #2 on: January 16, 2009, 11:04:33 am »

Looks interesting...
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #3 on: January 16, 2009, 11:08:25 am »

Haha, very impressive I must say! Looks exactly like that awesome battlefield map! Cheesy
Shame we don't have the Japanese eh!

3 players defending the middle versus the enemy coming from both sides, btw?
Seems like an interesting concept Smiley.
Logged
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #4 on: January 16, 2009, 11:12:15 am »

A) Awesome execution! As unkn0wn said, it looks just like the battlefield 1942 map!

B) Interesting concept!

I look forward to seeing how it plays out.  Can you post a view of the sectors?  (Preferably the in-game overview map).
Logged

Kolath's Quote Commandments:
1. Thou shalt not quote the entirety of a post 3 or less posts above you
2. Thou shalt not quote more than 2 nested levels
3. Thou shalt not quote large blocks of text when one sentence would do
4. Thou shalt not quote images!
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #5 on: January 16, 2009, 11:19:53 am »

to make it not a uber defensive arty map without flanks i made it sothat you can cross the water in the middle, kinda realistic normal there are coral reefs there
Logged
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #6 on: January 16, 2009, 11:21:58 am »

should be interestingly different, can't wait to try it!

module ftw?
Logged

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



« Reply #7 on: January 16, 2009, 11:22:40 am »

Is all the middle water passable or only some parts of it?
Logged
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #8 on: January 16, 2009, 12:01:52 pm »

there are 6 places where you can enter the water, you cant shoot from the water to the main land (i hope) and there are some holes in the middle
Logged
fldash Offline
Founder
*
Posts: 9755


« Reply #9 on: January 16, 2009, 12:04:24 pm »

Where are the off-map entry points... really not sure how EIR will work with this...
Logged
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #10 on: January 16, 2009, 12:05:47 pm »

not at the end of the playable area, it does work with vcoh il just have 2 try it out, but 1st i need to get it on filefront(need account??) and almost done with the loadin screens enz
Logged
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #11 on: January 16, 2009, 12:08:28 pm »

theres also 1 bridge on the map, i want that indestructable, but i cant do that need some help!!
Logged
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #12 on: January 16, 2009, 12:09:31 pm »

if you search the forums here, I think bonte had posted his indestructible bridge fix at some point in the past.
Logged
UnLimiTeD4 Offline
EIR Veteran
Posts: 114


« Reply #13 on: January 16, 2009, 12:12:37 pm »

It's still hard to implement if you don't know shit about groups and code, and most mappers didn't ever bother with that.
Looks REALLY nice, and will make up for some sweet gameplay! GET THE AIRPORT!
Logged
Kolath Offline
Commander, 2nd Infantry Division
*
Posts: 2382



« Reply #14 on: January 16, 2009, 12:22:45 pm »

Where are the off-map entry points... really not sure how EIR will work with this...

As long as you plays a map_entry_point object for every player and it is accessible it will work.  It doesn't matter if you put it in the middle of the map.   Units will spawn from it and retreat from it.  I might look weird to have stuff appear and disappear out of thin air instead of off a map edge, but mechanically it should work fine.
« Last Edit: January 16, 2009, 12:27:43 pm by Kolath » Logged
Killer344 Offline
The Inquisitor
*
Posts: 6904



« Reply #15 on: January 16, 2009, 12:26:08 pm »

Wow....
Logged

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.
puddin3 Offline
EIR Regular
Posts: 27


« Reply #16 on: January 16, 2009, 12:50:30 pm »

i spent way to much time playgin that map during the BF 1942, BFV and BF2....  I lvo eoyu for makign myaddiction continue., i can not bloody wait!
Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #17 on: January 16, 2009, 12:56:39 pm »

lol the 2142 version sux
Logged

"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #18 on: January 16, 2009, 01:14:52 pm »

this is the old map, check 1st topic for the latest one
(http://files.filefront.com/EIR+Wake+Islandsga/;12994348;/fileinfo.html)

« Last Edit: January 17, 2009, 07:27:43 am by LeoPhone » Logged
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #19 on: January 16, 2009, 01:26:30 pm »

archive.38 = EuropeInRuins\Archives\6p_EIR_Wake_Island

il guess you have to get that at the end of ur module... i dont kno how that works :S did it once.........
Logged
Pages: [1] 2 3 4   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.096 seconds with 36 queries.