Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Mapping => Topic started by: jojorabbit on March 12, 2012, 02:42:19 PM
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Hi all,
here is preview of map am currently working on. There are currently only few splats on map, there are not much tiles on map, so there is a lot of work to do to make it nice and fun to play.
It is medium size map with 320x320 playable area.
Description:
Inspired by Vire River Valley and other river maps. Rural area, villages, fields and orchards where war begins :P.
Feel free to leave come some comments, critics, or anything you like :).
Images:
(http://img819.imageshack.us/img819/1796/preview1ln.jpg)
(http://img254.imageshack.us/img254/4193/preview2u.jpg)
(http://img851.imageshack.us/img851/6905/preview3q.jpg)
Hope you like it :).
UPDATE 01:
(http://img851.imageshack.us/img851/7990/preview5f.jpg)
(http://img443.imageshack.us/img443/161/preview4qhbph.jpg)
(http://img443.imageshack.us/img443/4503/preview6xcvur.jpg)
CURRENT STATE OF MAP:
(http://img405.imageshack.us/img405/5610/preview7x.jpg)
looks flat i know ;)
PS. Map in not finished yet. By the way it is my first map ever in world builder :) so don't be gentle in comments i want it perfect :).
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It looks flat like a pizza and I would like to see some more splats and decals around. If you use building_damage then remeber to make bloody rubble piles under it or it will look unrealistic as if the rubble just disappeard. At all it's a nice map I like it keep up the good work ;).
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It looks flat like a pizza and I would like to see some more splats and decals around. If you use building_damage then remeber to make bloody rubble piles under it or it will look unrealistic as if the rubble just disappeard. At all it's a nice map I like it keep up the good work ;).
+1.
Try to add some dirtyness to your map, it looks too paradise-like. Concernig this, one of those battle hardened WWII veterans would surely think "Are you f***ing kiddin' meh?!" when he saw this.
Would you happen to have some map overview so we can take a look at the layout?
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Sorry i now see that i showed so little :).
Yes it is true some parts are rly too too flat and i know it.
Dirt, dust etc will be added don't worry, there are practically just roads,fileds -> splines and houses, trees, bushes objects. Map has almost no splats, decals and tiles, only few splats and tiles are at river crossing and blood on dead cows.
Updated images.
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Thanks.
Ok, a bridge map. To increase the chance for your map to be included, please consider making the river passable everywhere and/or this:
[...]All maps must contain at least two indestructible path between each teams' bases.
which is stated in the Map Rules. ;)
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Thanks.
Ok, a bridge map. To increase the chance for your map to be included, please consider making the river passable everywhere and/or this:
[...]All maps must contain at least two indestructible path between each teams' bases.
which is stated in the Map Rules. ;)
I read those ;). Am not sure if these little wooden bridges are destructible, are they?
If they are i will change it. There are 3 ways to get to other side, 2 wooden bridges for infantry so you can always cut off points and one big path in middle.
Here are images:
(http://img36.imageshack.us/img36/5070/preview11.jpg)
(http://img689.imageshack.us/img689/7953/preview10.jpg)
(http://img687.imageshack.us/img687/6026/preview9.jpg)
(http://img829.imageshack.us/img829/1696/preview8.jpg)
Hm, what do you suggest to do?
To add some indestructible bridges so vehicles can pass all 3 paths?
Or to make it like in middle but not so wide so it will be without bridges?
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Wooden footbridges like you have them are destroyable. Furthermore, those indestructable paths mentioned in the rules also include river crossing opportunities for vehicles, so make sure to either add two indestructible bridges (forts) or replace the foot bridges with them. :)
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Ok, tnx for help. Here is what i have decided one foot bridge will be replaced with big bridge, while other foot bridge will be replaced with path like in middle. So there are still 2 indestructible paths :), and i think i will remove hedge at river :).
Here are pictures of unfinished replaced bridge.
(http://img9.imageshack.us/img9/8585/preview12x.jpg)
(http://img846.imageshack.us/img846/5497/preview13.jpg)
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Nice to see you decided to do it :)
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@jojorabbit
Do you need a scar code to make the two bridges undestructable?
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Ok, why not :), i think i saw some scar for that on some forum can't remember where.
Thanks.
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Ok please add both bridges to an EGroup called "eg_bridges". Also send me the name of your maps .sgb file.
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Ok will add them just when i finish them both :P, i would like to learn SCAR coding if someone could show me a little :).
If you mean this: http://forums.relicnews.com/showthread.php?219271-Help-making-invincible-rail-bridge&p=3437132&viewfull=1#post3437132 for bridges then i think i can handle it :) but since you offered help you do it.
Map name is : 4p_dutka_valley
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Yes but in this case you have to call the EGroup "eg_invincible"
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Then am making c/p :P and i don't like c/p so much.
I will create entity group eg_invulnerable_bridges and scar code like this, correct me if something is wrong :).
import("ScarUtil.scar")
function OnInit()
SetBridgesInvulnerable()
end
Scar_AddInit(OnInit)
function SetBridgesInvulnerable()
EGroup_SetInvulnerable(eg_invulnerable_bridges, true)
end
Q: Could I import only Groups.scar since script uses only EGroup_SetInvulnerable function from that scar file? Or i always need ScarUtils.scar?
Q2: Function EGroup_setInvulnerable accepts one optional parameter time, would it be fun to play lets say 30min with invulnerable bridges then after that you can destroy them :D, or it will break again map rule for 2 invincible paths?
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Then am making c/p :P and i don't like c/p so much.
I will create entity group eg_invulnerable_bridges and scar code like this, correct me if something is wrong :).
import("ScarUtil.scar")
function OnInit()
SetBridgesInvulnerable()
end
Scar_AddInit(OnInit)
function SetBridgesInvulnerable()
EGroup_SetInvulnerable(eg_invulnerable_bridges, true)
end
Q: Could I import only Groups.scar since script uses only EGroup_SetInvulnerable function from that scar file? Or i always need ScarUtils.scar?
Q2: Function EGroup_setInvulnerable accepts one optional parameter time, would it be fun to play lets say 30min with invulnerable bridges then after that you can destroy them :D, or it will break again map rule for 2 invincible paths?
Yes your code is right.
Q: Probably, but I wouldn't be too sure about that. Better import ScarUtils it won't make a difference.
Q2: That will break the rule so no :P.
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Thanks for answers Walki.
Here are more updates for map.
CHANGES:
- bridges are replaced and made invulnerable
- water color is changed so it looks like river not like sea :)
- hedge is replaced with river mound so river now looks more realistic :P.
- map is not so flat anymore
- added more splines, splats, tiles...
IMAGES :
(http://img189.imageshack.us/img189/2797/preview21.jpg)
(http://img37.imageshack.us/img37/2307/preview20.jpg)
(http://img715.imageshack.us/img715/7576/preview19a.jpg)
Should river sides be passable like on vire river map i mean british can build mortar so close to water, or it is better to be impassable so units can't go close to water only on center path?
Any comments, suggestions?
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I still think the river should be crossable everywhere, but I guess that's your decision in the end ;)
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Hi all,
here are some updates for my map and download link for sga file.
I guess that you all know how to work with sga files and how to load custom maps.
I did not made new post cuz map is not 100% finished.
Thanks.
CHANGES: v.1.2 r.1903
- added more rubble to damaged building
- added more swamp grass to river so it looks more realistic :P
- added 2 weather types dawn and afternoon
- added some action markers
- added tactical map, loading image, minimaps
- added more splats, splines tiles
TODO LIST:
- add more dust, dirt to map, specially on roads
- add grass patches
- add more action markers, fog in the river etc...
- manually paint territories -> note make some cut-off fuel points
- add more tiles to map
- fix errors on tactical map
- finish OOB area
- ...
IMAGES:
(http://img43.imageshack.us/img43/9599/preview27.jpg)
(http://img221.imageshack.us/img221/9797/preview26.jpg)
(http://img808.imageshack.us/img808/7098/preview25.jpg)
(http://img841.imageshack.us/img841/7766/preview24.jpg)
(http://img718.imageshack.us/img718/9619/preview23.jpg)
Map has 8x5 fuel points, 8x10 munition points i tried to keep it balanced so each side 4 of fuel and 4 munition.
IMO maybe it is too much munition on map i was thinking to replace 2 10x munition points with 5x will see after more tests.
Any feedback, comments, suggestions, ideas... are welcome.
I would like to hear more comments from expert mappers.
Thanks.
@MaxiKing6 : Now i see why you wanted river passable, well for now i will leave bridges but passable rivers, swamps, ditches will be in one of my next maps ;). I like water maps :). Maybe later i will make 2 versions of map one with bridges and one with passable river :) will see.
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Hi jojorabbit!
Your map is still way too clean also the sector layout looks random like you just used "Calculate Voronoi" and didn't change anything. There's still a long way until this map will get over the "barrier" of being included into EF BUT I see a lot of potential in this map and in you, keep up the good work and maybe you're map will get included.
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Hi jojorabbit!
Your map is still way too clean also the sector layout looks random like you just used "Calculate Voronoi" and didn't change anything. There's still a long way until this map will get over the "barrier" of being included into EF BUT I see a lot of potential in this map and in you, keep up the good work and maybe you're map will get included.
Thanks Walki, all what you said is in todo list :), yes i used "Calculate Voronoi" and changed it just a little, yes it needs a lot of work. TODO list is preety long on paper, here i just typed some of important stuff :) like territory fix etc.
What else do you suggest :)?
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The balance team can make a sector layout for you if you make the map to a high enough standard. Focus on increasing detail and playability - worry about sector layout later. A lot of focus should be placed on making the river work well for gameplay. Don't make it too chokepointy.
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Thanks for your suggestions i get it :), actually all i need to make map look good is to make war in it and destroy almost everything, make it look so dirty, "dead alike" :).
Ye it is true sector layout is last :), ok i will focus on details and playability, good looking.
Well as i make map i read some wb manual then i reached tile part i had more then 5-6 tiles on one chunk so i deleted all tiles and most not good looking splats.
Here are some partially finished screens now i know what did you mean on beginning :).
Again i say there is not tiles on map only one for grass, and it still needs a lot of work.
IMAGES:
(http://img545.imageshack.us/img545/873/preview30.jpg)
(http://img338.imageshack.us/img338/6752/preview29.jpg)
(http://img138.imageshack.us/img138/8084/preview28q.jpg)
Hm, how many tutorials will i need to write to payback what i have learned :P :).
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Hi,
here are some updates on map.
IMAGES:
(http://img201.imageshack.us/img201/1117/pr008.jpg)
(http://img444.imageshack.us/img444/7055/pr006.jpg)
(http://img51.imageshack.us/img51/7485/pr004.jpg)
(http://img707.imageshack.us/img707/1803/pr003n.jpg)
(http://img208.imageshack.us/img208/643/pr002y.jpg)
(http://img405.imageshack.us/img405/3080/pr001l.jpg)
(http://img834.imageshack.us/img834/5540/pr007.jpg)
Some parts map are still flat and clean.
What do you think about details on last 2 pictures?
Any comments, suggestions?
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Looks like a solid improvement.
Things I would do:
Picture 1, 4, 6: I would add more holes in the fences. The less restriction on infantry pathing the better, players don't want their troops to walk allllll the way around a fence to get on the other side.
Picture 4 & 7: Add pits or holes where artillery explosions. Creates more places for cover, adds a bit more fine detail. Remember to use height to lower the pit.
I still think it looks a bit too flat. I would suggest trying to convert a part of your map into a more hill-like environment. As always, don't worry about sector layout, the balance team can work with that.
Once you add a bit more destruction I would begin to add FX markers, especially to the holes. It'd add a nice incdy effect.
Overall a huge improvement though :)
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Picture 1, 4, 6: I would add more holes in the fences. The less restriction on infantry pathing the better, players don't want their troops to walk allllll the way around a fence to get on the other side.
There are a lot of holes in fences/walls areound 3-5 and i will add more.
Picture 4 & 7: Add pits or holes where artillery explosions. Creates more places for cover, adds a bit more fine detail. Remember to use height to lower the pit.
All pits are lowered with height tool don't worry :), i think that all of them also have yellow cover. Some ditches also have yellow cover.
Once you add a bit more destruction I would begin to add FX markers, especially to the holes. It'd add a nice incdy effect.
There are some markers on map smoke/fire on "hard" destructed buildings/vehicles, few on pits, some fog on the water but will add more ;) Tnx for suggestion.
Overall a huge improvement though
Thanks.
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IF you add some hills and maybe some sort of defences, it should be playable. I am glad you are still working on it, we have not have much life in the mapping section lately.
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Ye i was thinking about adding few little trenches not big ones like on point do hoc, some tank traps for cover maybe etc ;).
I am glad you are still working on it, we have not have much life in the mapping section lately.
Thanks.