Company of Heroes: Eastern Front

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Messages - SSonne

Pages: [1] 2 3 ... 5
1
Mapping / Re: FX issues with custom rain textures
« on: August 27, 2013, 11:42:03 PM »
and although it works perfectly there, it does not work the same in game (even the wind direction and colour of the texture has changed).




uhm,
maybe a stupid question, but did you create an .aps- file for the atmosphere and then tested the map with the certain .sgb- file?
Are you using overhead-lights?



just my 2 pennies...

2
Mapping / Re: Sandstorm, anyone?
« on: August 27, 2013, 11:24:52 PM »
nice1

so whats coming up next?
fatah morgana?!  ;D

3
Ostheer Suggestions / Re: Unit suggestion thread:
« on: August 25, 2013, 12:15:50 AM »
Hei!

Will the Granatwerfer34 ever find its way back to the Ostheer?!




Every faction owns a mortar...
The new infantry gun is nice, but it is vehicle-class not soldier-class for the movement in smaller areas...



regards
SSonne

4
Mapping / Re: [Finished] Pommern (4)
« on: August 22, 2013, 12:04:16 AM »
bumping


for latest version:

-added weather  (rainy afternoon & dawn)
-added some minor visual features


and I think its the most I can do right now, so no further updates in the next future  ;)


once again I updated download link in 1st post ( .zip file, weather & loading screen incl.)


cyas
SSonne

5
Mapping / Re: Need help with worldbuilder
« on: August 11, 2013, 10:21:46 PM »
Hello Kprev-

yes it is the right place here :)
Maybe look at this thread <-  for almost the same issue



edit: but as Bacon already said, there are some ways to get around this




greetings
SSonne

6
Mapping / Re: [Finished] Project LVI - El Agheila (2)
« on: August 05, 2013, 10:35:58 PM »
@SSonne: Use following object, best in objects splines:
Code: [Select]
ebps\gameplay\movement_blocker_shot_block_only

thank you @ Max,
ill check this out :)

for this time I'm using this objects in zig-zag-pattern, so you cant shoot straight through but keep on moving...
Im also using "Impass Terrain" but Im not quite sure if it is shot-blocking also (?)


@Bacon:

Didnt played your map, but Im quite sure it will encounter same probs of shooting through hills and dunes...
Maybe that impass terrain will help?
Another fact is that Infantry will climbing hills & dunes with the same speed as on leveled terrain- this is more unnaturally on sandy dunes and with 60°C (140°F)   8)

Is there a way (or a splat) of slowing down the soldiers  (and even vehicles) on steeply climbs?



greetings
SSonne

7
Bugs & Tech Support / Re: Ostheer AI glitch
« on: August 05, 2013, 01:21:54 AM »
If i remember right, maps also are supposed to include points which the AI uses as well, so maybe the map does not have any?

There ain't AI-Markers in it, but I think thats not the problem ( for I know that maps should work without them)
And we`ll stay lock and loaded for your AI-debugger!  thanks man  :)


SSonne

8
Mapping / Re: [Finished] Project LVI - El Agheila (2)
« on: August 04, 2013, 09:51:08 PM »
Hy Bacon-

I took a quick look on your map (looks as clean as always) but Ive got a question:

How will you gonna block shooting through the dunes?
For I encountered the same prob on my Zariza Balka map....  I used  "move block shot blocking only" , but they still behave like movement blocker also...



edit:
so I just see theres a 2nd version with reduced dunes!?
okay, Ill check this soon....



greetings
SSonne

9
Bugs & Tech Support / Re: Ostheer AI glitch
« on: August 04, 2013, 09:29:43 PM »
hiho-

does this happen even without no-pop-cap?

I took a look on that map and it might be too cluttered with trees and obstacles, so the pathfinding  (espec. in 5x5 mode) goes with large ranges.
Base areas could have been a little larger, also...
Or your enemy just surrendered in fact of your progress?!  ;)
Please ask the developper himself (Burro) for more troubleshooting for I am still a beginner in mapping and not an expert to all the features....


greetings
SSonne

10
Mapping / Re: [Finished] Pommern (4)
« on: August 02, 2013, 09:08:07 PM »
so I
updated the map  (see 1st post for download- link)

-the village extension could have been bigger, but its all right I think  ;)
-added cover to the roads and some other places
-added specific ai-markers to the players- hoping for faster ai-action in the beginning
-extended the start territories a little
-still no other weather to choose :(

just played a test match and lost  :o

Hoping you enjoy the map by now...


greetings
SSonne

11
Mapping / Re: [Finished] Pommern (4)
« on: July 23, 2013, 11:19:38 PM »
short question @ those who`d downloaded the map:


Should I build an extension to the village almost mirrored to the other side of the river?
And add some cover on the main roads, btw?!

This version isnt etched in stone- and YOUR comments can help me to fix alot....


regards
SSonne

12
Mapping / Re: [Finished] Pommern (4)
« on: July 21, 2013, 09:09:14 PM »
Their is far to much muni and now to little fuel, their should be 20 fuel and 25-30 muni.

Hey man,
thank you for testing + feedback  :)

but, let me count : its 25Fuel and 30Mun per side
+ 16Mun extra, reachable by player 1 + 3 almost equal...

(+16 Mun is for the arty-barrage @ JuhwannX)  ;D ;)


should have presented a better tactical map, Im sorry!


Would like to play against real player right now!
Think my comp is a bit to slow to serve a match... but anyways- Im in the MUMBLE right now!


cu there :)

 

13
Mapping / Re: [Finished] Pommern (4)
« on: July 21, 2013, 03:06:50 PM »
Hy all-


here is the update regarding your suggestions so far:




1:  added vehicle path
2:  added foot path
3:  swapped Fuel + Mun
4:  added Mun high



additional fixes:

- changed two F10 to F5  (-10 altogether) 
- added barb wire to the bases
- moved and centered VP#3 into the river
- fixed some map-bugs  (tile count)
- added green cover in a few places
- rearranged some mun/fuel points
- added and fixed impassibility
- ...


-> Download see 1st post on top (02. Aug.2013)


please test & comment  :D



l8r
SSonne




PS:
@JuhwannX:
although I wasn't able to take Artillery out of the game  ;)
 your comments are very helpful and always refreshing!

14
Mapping / Re: [finished] compstompers_Heaven (8)
« on: July 18, 2013, 05:11:38 PM »
@ JuhwannX:

Its surely a joke-map and never getting official at all- but that wasnt the point...
The point was to make some fellows happy- those are a part of the community, also

Q: When did YOU made someone happy, lately?
Are you a happy man?!

But the world wont be as nice as it is when everybodys the same..... so no offense @you



@saprize21:

come and get into mapping and then you can modify your/my map as you like it :)
I wont fix anything in the near future and youve got to live with the reality (and destructable bridges)  ;)

But many thanks for your positive comments :)



@ Bacon & Maxi:

seems to me that we`ve got the same mind about the game & life and letting live...
good luck and keep on mapping :)



best regards
SSonne

15
Mapping / Re: [Finished] Pommern (4)
« on: July 18, 2013, 04:46:26 PM »
@JuhwannX:

thx for your statement, also...
Let me get some time to swallow that to find the words you are waiting for ;)
But- dont try one of the first versions for it wasnt changed in river passability: There is the Bridge and way down south for vehicles and 2 other ways in the north for soldiers...  maybe I can ad a few more, but it will still stay a BRIDGE map- if you like/dislike...

The other points you had (the VPs for example) is written in "the rules" of uneven VP-count  and on a BRIDGE map dividing the actors, there is no chance to fix this  (maybe giving the other player +5fuel or something?)  But that wont work,too if annihilate is being played ...

So let me see what others think about this "garbage" and please hold on to you dreams- maybe they´ll come true, somedays :)



greetings
SSonne

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