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Author Topic: [FINAL] 8p_Wake Island  (Read 33063 times)
0 Members and 11 Guests are viewing this topic.
Unkn0wn Offline
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Posts: 18379


« Reply #20 on: January 16, 2009, 01:30:22 pm »

Simply rename maps that are not in the module to '4p_betamap' and it'll work.
(We added betamap.sga to the .module today)
« Last Edit: January 16, 2009, 01:32:03 pm by Unkn0wn » Logged
fldash Offline
Founder
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Posts: 9755


« Reply #21 on: January 16, 2009, 01:31:40 pm »

It's actually listed as 4p_betamap.sga if I remember correctly Unkn0wn.
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Unkn0wn Offline
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Posts: 18379


« Reply #22 on: January 16, 2009, 01:32:21 pm »

Oh woops, forgot about the 4p_, duh Smiley.
Fixed. Thanks.
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DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #23 on: January 16, 2009, 01:32:26 pm »

damn, finally and Interesting looking fantasy map!
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Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
LeoPhone Offline
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« Reply #24 on: January 16, 2009, 01:35:19 pm »

gonna play in 1 hour, be there!!!!!!!!!!!!!!!!! Roll Eyes
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aloha625 Offline
EIR Regular
Posts: 22


« Reply #25 on: January 16, 2009, 01:39:45 pm »

yay another fucking allie arty map!!

well done man but it will be campy...
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suckisucki Offline
EIR Veteran
Posts: 53


« Reply #26 on: January 16, 2009, 01:46:01 pm »

no offense but you should really take a lesson in history

there was never ever a german soldier on this island
and it looks not very playable

maybe it is a great conversion of the island into a coh map
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Tymathee Offline
Donator
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Posts: 9741



« Reply #27 on: January 16, 2009, 01:50:11 pm »

dude...who gives a damn if no german ever was on this island come on...im sure that flamethrowers also only had one single use and then were discarded as well. Also, mines weren't planted in 5 seconds, concrete bunkers built in 10 seconds, tanks didn't take 10 shots to die, calliope wasn't able ot keep firing without replacing rack.  etc etc, its' a game. also, how do u know no german ever set foot on it? germans went over into japanese territory quite a bit cuz they were allies
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"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
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« Reply #28 on: January 16, 2009, 02:25:09 pm »

already found 1 thing in my map, ATs can shoot now at the island via the middle water, i dont want that. i also think ill make the holes in the center smaller
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #29 on: January 16, 2009, 02:30:06 pm »

no offense but you should really take a lesson in history

there was never ever a german soldier on this island
and it looks not very playable

maybe it is a great conversion of the island into a coh map

I think you're missing the point. Cheesy
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Kolath's Quote Commandments:
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2. Thou shalt not quote more than 2 nested levels
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LeoPhone Offline
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Posts: 0


« Reply #30 on: January 16, 2009, 04:23:24 pm »

Its the 1st game we played on Wake Island, weve all enjoyed the game, 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

battle ID : 14935 

[attachment deleted by admin]
« Last Edit: January 17, 2009, 02:35:01 pm by LeoPhone » Logged
LeoPhone Offline
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Posts: 0


« Reply #31 on: January 16, 2009, 04:26:54 pm »

ive got some feeling that was the wrong file Embarrassed il guess this one IS the good one



[attachment deleted by admin]
« Last Edit: January 17, 2009, 02:32:38 pm by LeoPhone » Logged
Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #32 on: January 16, 2009, 04:43:50 pm »

For replays you need the .rec file and the battle number.

To view replays, download the .rec and then go into the launcher and enter the battle number in the box in the lwer right corner that says "battle" and hit download.  This will start a previous battle for replay purposes.

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LeoPhone Offline
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Posts: 0


« Reply #33 on: January 16, 2009, 04:48:55 pm »

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).

look @ attach

[attachment deleted by admin]
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LeoPhone Offline
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« Reply #34 on: January 16, 2009, 04:51:55 pm »

For replays you need the .rec file and the battle number.

To view replays, download the .rec and then go into the launcher and enter the battle number in the box in the lwer right corner that says "battle" and hit download.  This will start a previous battle for replay purposes.



i guess this is the battle ID: 14935  rec file in previous post
« Last Edit: January 17, 2009, 02:36:29 pm by LeoPhone » Logged
LeoPhone Offline
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« Reply #35 on: January 16, 2009, 04:55:20 pm »

and how do you make the bridge indistructable?Huh?? i cant find the forum post!!!!!!
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #36 on: January 16, 2009, 05:08:39 pm »

Thanks for the sector map.  Just for reference of others I count 8 red and 11 blue sectors on that map.

Bridge tutorial: http://www.omgmod.com/index.php?topic=797.0
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EmpiricalMethod Offline
EIR Regular
Posts: 21


« Reply #37 on: January 17, 2009, 02:54:55 am »

Put some huge boats at the entry points to make it seem that the units are coming from there?
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LeoPhone Offline
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Posts: 0


« Reply #38 on: January 17, 2009, 08:51:10 am »

!! UPDATE !!
Version 1.1: http://files.filefront.com/4p+betamapsga/;13002194
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!!!)
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LeoPhone Offline
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Posts: 0


« Reply #39 on: January 17, 2009, 05:18:34 pm »

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

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

[attachment deleted by admin]
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