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Author Topic: [Final] 4p_Road to Carentan  (Read 19343 times)
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Unkn0wn Offline
No longer retired
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Posts: 18379


« on: July 05, 2007, 07:33:06 am »

Just thought I'd give you a heads up on my latest mapping project.
This map is created specifically for testing the VP gamemode that will be available in 1.7.

What is the VP mode again?
It's a system in which each sector acts as a VP point, if your team holds more than half of the sectors you will start decreasing your opponents VP tickets.
The more sectors you control the faster it goes obviously.

So...?
With that in mind, I figured it's worth trying out a new sector layout.
The traditional sectors on vCoH maps are just placed all over.

In this map I will however be introducing the 'frontline fighting'.
The map will be divided in an uneven number of horizontal sectors acting as the frontlines.

To give you an idea:
Spawn|||||Spawn (Each | representing a sector)

SHOW!
Images in later posts

What is this map about
A, pretty much indestroyed, rural farming community in which both players will be capable of sticking close to eachother. Not alot of manouvering space which will lead to close encounter and intense combat. Most fighting should be centered around the "civilian areas', where key point buildings will be of great importance.

Somewhat like Angoville, there will also be a great deal of farming land to set defenses on, to dig in on, etc.


P.S: A long while ago I started on a map project with skunker, it carried the same name and was a 6 player map with simular layout. I will probably be continueing development on this later.



DOWNLOAD:http://files.filefront.com//;8117993
« Last Edit: August 12, 2007, 02:28:18 pm by Unkn0wn » Logged
Wilson Offline
EIR Regular
Posts: 27


« Reply #1 on: July 05, 2007, 09:40:28 am »

Looks cool! I made a long thin map once with pretty much the same intention you have, and it played pretty good. It definitely intensifies the combat, and you notice your ally a lot more. Sadly I lost that map with a patch or something...
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Bonte Offline
EIR Veteran
Posts: 1234


« Reply #2 on: July 05, 2007, 03:53:45 pm »

one gamemode i would like to see is VP the vCOH way except with just 1 vp point sort of like king of the hill
Logged

I'm too candid to hide something like that. Smiley
Candid - frank; outspoken; open and sincere: a candid critic

You must really think im an idoit.
Bonte Offline
EIR Veteran
Posts: 1234


« Reply #3 on: July 05, 2007, 04:00:18 pm »

sorry for double posting but after thinking about it more i think it would be a great idea. There would be no tickers just wh ever held the VP at the end of 45 mins would win. The Vp would be in a strategic town or after a strategic bridge..the attacker would have to route the defense and take it to win or be forced to retreat
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Unkn0wn Offline
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Posts: 18379


« Reply #4 on: July 05, 2007, 05:14:02 pm »

Well capturing points kind of slows down and deteriorates gameplay and thats why we also took out point capping and replaced it by automatic sector capturing tbh.

I'm sure we'll experiment with gamemodes beyond 1.7 too, let's just wait and see how they play out! Smiley
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Unkn0wn Offline
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Posts: 18379


« Reply #5 on: July 06, 2007, 08:39:02 am »

Update:
See later posts

There's alot of farmland yes but i'll be sure to fill them up with the occasional sandbag position, tree, bushes, craters, cover, etc... Smiley.
(Think redball express, SP mission 5)

Input on the layout is still welcome but hurry since it's getting more definite by the hour Wink. I'll have ingame screenshots later, when it starts getting really pretty.


I've also figured that in the future I can experiment some more with the VP ticker by letting certain areas of a map (for instance a town) contain more sectors, thus making it far more important to hold than surrounding areas.
« Last Edit: July 14, 2007, 06:43:10 am by Unkn0wn » Logged
Bonte Offline
EIR Veteran
Posts: 1234


« Reply #6 on: July 06, 2007, 08:58:37 am »

it is missning implements...and deadrows...Dead rows are the trenches about 2-3 feet deep cause by the plow..they occur along the edges of the field and would make excellent trenches in war time....fields dont always have dead rows..they just usually do... If a farmer only disks his field it wont. If a farmer plows his field which is required once every 3 years or so a nice deep trenchwill occur.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #7 on: July 06, 2007, 10:46:50 am »

I'll look into that.
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Bonte Offline
EIR Veteran
Posts: 1234


« Reply #8 on: July 06, 2007, 11:31:05 am »

I finally found a picture so i wouldnt have to take one myself its a small plow though so the dead row is very small
That is an extremely small plow..a farmer with a decent sized field would have a much bigger one.. note it only has 3 plow heads..small ones..most plows have 5-7

Also something u might want to look into are irrigation trenches
« Last Edit: July 06, 2007, 11:33:04 am by Bonte » Logged
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #9 on: July 06, 2007, 12:04:56 pm »

Those are just the rows in the field that it creates, they're not really big and they're "in" the field textures in the worldbuilder.

But yes at the edges of the field itself there is usually a larger ditch that you could use as a trench. (Which i'll look for)
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Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #10 on: July 06, 2007, 12:25:52 pm »

Just thought I'd give you a heads up on my latest mapping project.
This map is created specifically for testing the VP gamemode that will be available in 1.7.

What is the VP mode again?
It's a system in which each sector acts as a VP point, if your team holds more than half of the sectors you will start decreasing your opponents VP tickets.
The more sectors you control the faster it goes obviously.

(You'll see in 1.7 Tongue)


So...?
With that in mind, I figured it's worth trying out a new sector layout.
The traditional sectors on vCoH maps are just placed all over.

In this map I will however be introducing the 'frontline fighting'.
The map will be divided in an uneven number of horizontal sectors acting as the frontlines.

To give you an idea:
Spawn|||||Spawn (Each | representing a sector)


SHOW!
I've just started development today but here's the overall map at this point. Still alot of work and as you can tell it's meant for close & intense team combat. (Not alot of width but pretty long)




What can I expect in the future
A, pretty much indestroyed, rural farming community in which both players will be capable of sticking close to eachother. Not alot of manouvering space which will lead to close encounter and intense combat. Most fighting should be centered around the "civilian areas', where key point buildings will be of great importance.

Somewhat like Angoville, there will also be a great deal of farming land to set defenses on, to dig in on, etc.


P.S: A long while ago I started on a map project with skunker, it carried the same name and was a 6 player map with simular layout. I will probably be continueing development on this later.

Haha, yeah Unknown and I had planned that to be a 6p map. I still have the files for the 6p version f you're interested later unknown.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #11 on: July 06, 2007, 01:04:31 pm »

Yea don't worry, I have the 6p version aswell and I plan on continueing it some other time.

But it was a major pain in the ass and alot of work so I figured a 4p version would treat me better lmao.
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Smithy17 Offline
EIR Veteran
Posts: 756


« Reply #12 on: July 06, 2007, 02:17:39 pm »

remember every self-respecting map needs a water feature Wink
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Skunker Offline
Koenigstiger Panzerfuehrer
EIR Veteran
Posts: 993


« Reply #13 on: July 06, 2007, 03:17:08 pm »

Not true!
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #14 on: July 06, 2007, 03:20:48 pm »

Angoville doesn't have water Shocked.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #15 on: July 12, 2007, 08:49:14 am »

Got the little forest area done.





Next area will be the church/monastery/graveyard

Sneakpeak:
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fldash Offline
Founder
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Posts: 9755


« Reply #16 on: July 12, 2007, 08:50:26 am »

Amazing detail..
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #17 on: July 12, 2007, 09:25:20 am »

this should be the bench mark for all EIR maps Smiley
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Wilson Offline
EIR Regular
Posts: 27


« Reply #18 on: July 12, 2007, 03:35:57 pm »

Yep, that detail is stunning. Looks totally pro.
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #19 on: July 12, 2007, 06:15:52 pm »

its a pain is the hypothetical ass though.
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