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Author Topic: [BETA] 6p St Lo EiR  (Read 8290 times)
0 Members and 6 Guests are viewing this topic.
salan Offline
Synergies TL2 mod!
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Posts: 6290


« on: February 20, 2009, 09:03:12 pm »

Another one of the single player maps converted by sarcasm and edited by salan.

Its roughly the size of StLambert, another urban combat experience waiting to happen!

Get it here:
http://files.filefront.com/6p+Saint+Lo+EiRsga/;13335662;/fileinfo.html


loading screen of death


server minimap


Starting points
« Last Edit: February 21, 2009, 01:43:27 am by salan » Logged

salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #1 on: February 20, 2009, 09:05:08 pm »

Sectoring should be about even on it, have to be tested...!
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DiBBs Offline
EIR Veteran
Posts: 104


« Reply #2 on: February 20, 2009, 09:06:20 pm »

I remember this one, it was my favorite single player map.

Thanks for bringing this goodness to eirr salan
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DeadlyShoe Offline
EIR Veteran
Posts: 470


« Reply #3 on: February 20, 2009, 10:06:00 pm »

Doesn't St Lo have that giant fortified area...?
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This may be the most offensive thing I've read.  At least, today.
AlcapwneD Offline
EIR Veteran
Posts: 91


« Reply #4 on: February 20, 2009, 10:08:48 pm »

been waiting for a city map like this for a longgggg time.
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CompanyofNubz - Allies
TheGenerals - Axis
Alcapwned - Axis

salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #5 on: February 20, 2009, 10:19:36 pm »

alc make sure to check out Arnhem EiR as well

http://forums.europeinruins.com/index.php?topic=8170.0
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #6 on: February 20, 2009, 10:27:44 pm »

some screens for your pleasure





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DiBBs Offline
EIR Veteran
Posts: 104


« Reply #7 on: February 20, 2009, 10:38:41 pm »

I love saint lo because there streets are perfect for ambush and kill zones yet there are so many different streets that it can be flanked.
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #8 on: February 22, 2009, 09:03:35 pm »

i heard this was causing desyncs?  I did a few searches for information in vcoh forums and it seems some of the single player maps desync more then others in the multiplayer aspect.

might be because there is to much detail comparably.. looking into it more.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #9 on: February 23, 2009, 10:00:17 am »

Have you deleted all the markers and scar content?  Markers are deleted in the worldbuilder.  Click the little red flag icon and then be sure to remove the SCAR markers (not the action markers as those are just for smoke/fire/effects).  Then after you save, make sure there is only minimal code in the st lo.SCAR file.

Also, loading screens for some of these maps need fixing.  The text you put on is cut off when viewed on a standard 4:3 aspect ratio monitor (as opposed to widescreen).  If you send me pics I'll be happy to make pretty loading screens.
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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!
Unkn0wn Offline
No longer retired
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Posts: 18378


« Reply #10 on: February 23, 2009, 10:04:39 am »

In addition, please change your map's ingame name to 'Mapname (EIR) (6)' (or whatever the amount of players is) as this is the standard naming convention used for EIR maps and EIR remakes.  (See the Bridge fix mappack by Kolath) Smiley

I'd also suggest using bigger white (or pink if that's really your preference) dots to indicate starting positions and bigger numbers for fixed starting positions.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #11 on: February 23, 2009, 10:05:57 am »

You do that by editing the "Scenarios properties".  You can also do it manually by editing the .info file.
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sgMisten Offline
Donator
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Posts: 778


« Reply #12 on: February 23, 2009, 10:26:37 am »

Nice port over, but I believe the side starting on 123 is at a disadvantage. The water patches on their side of the map will slow them down too much, plus 456 has the high ground advantage. The 456 side will always get to favourable defensive positions first in a Reinforcements mode game.
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #13 on: February 24, 2009, 02:49:05 pm »

kk, workin on redoing a few things on these maps .. making them work better!

thx for feedback so far, except unknown Wink
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RikiRude Offline
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Posts: 4376



« Reply #14 on: February 24, 2009, 04:08:27 pm »

This map is really cool! It's a bit confusing with all the streets and alley ways, but I imagine once learned it will be incredibly kick ass.
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Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
... or a fat ass cock sucking churchill being stupid
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #15 on: February 25, 2009, 12:20:24 am »

did it crash when you played it?
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #16 on: February 25, 2009, 01:27:50 am »

It desperately needs an arty line...
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1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #17 on: February 25, 2009, 10:46:56 am »

as in game start artillery?
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #18 on: February 25, 2009, 07:13:42 pm »

as in a line you can't past without getting artilleried so you can't set up defenses just outside the spawns...
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Unkn0wn Offline
No longer retired
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Posts: 18378


« Reply #19 on: February 26, 2009, 04:54:23 am »

I concur, heavy urban maps like this and arnhem are in dire need of start game artillery Smiley.
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