Company of Heroes: Eastern Front

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Messages - Raelity

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1
Mapping / Re: (Open-Beta) 6p_Vistula
« on: May 04, 2013, 05:34:01 PM »
i really like this map. We play it as axis against 3 expert cpu (1 ami, 1brit 1 sovjet) and it is a hard job! Good map! :D

Thanks! Do you prefer starting from the woods end or the farms end?

2
Mapping / Re: 6p_Vistula (WIP)
« on: March 25, 2013, 01:19:43 AM »
I've added a link for a download so you guys can test it now, it's probably not very balanced. Also can I have some confirmation on whether or not it's OK to use screenshots with Ostheer units in?

3
Mapping / Re: 6p_Vistula (WIP)
« on: March 24, 2013, 04:46:49 AM »
Well it's been almost 2 years but finally some space has opened up for me to get this finished. I've added a latest layout picture to the first post, I've got some screenshots to post but I just realised they are of a game played with the Ostheer, so I'm not sure if that falls under the NDA. I've cleared some space in the town, added lots more detail, (splats, grasses etc), widened the swamp and made it a vehicle access point to the long south road, kept the resources to the advised numbers. What I haven't done is added easy cutoffs at the bases, but this is a long thin 3v3 map, and normally by the time one team is able to take a point outside the enemy base they have already: 1. taken all the points on the way 2. pretty much finished off the enemy.

I'll be putting this up for testing soon, as soon as I've sorted a minimap for the selection screen and a loading screen picture.

4
General Discussion / Steam COH sale
« on: May 12, 2012, 03:59:15 PM »
I'm fairly confident that everyone on these forums already owns COH, but if you've got any friends you want to get into the game:

http://store.steampowered.com/sub/1529/

Now's the time.

5
Announcements / Re: Big Announcement
« on: April 01, 2012, 01:27:54 AM »
*coughcoughdatecough

6
Secret / Re: CoH:EF - Iron Sky; Official Information
« on: April 01, 2012, 01:27:35 AM »
*coughcoughdatecough

7
Mapping / Re: Kalach (3v3)
« on: August 30, 2011, 09:57:37 PM »
Played this one Co-op for the first time last night, it was really great for it, loads of cool places to attack/defend. Loved holding the castle behind enemy lines with a mix of Airborne, Commandos and Partisans. Also the most realistic looking winter map I've ever seen. If you guys do another shoutcast it should be on this map, Rus/Rus/RMC.

8
Mapping / Re: 6p_Vistula (WIP)
« on: August 14, 2011, 06:34:23 PM »
I've updated the OP with the new tacmap (its smaller because saving an overhead map moves the textures around, so its taken straight from the editor) and a few new pictures to show the sort of thing I've been doing on the east side. I've done the extra grasses tutorial now so I've been able to vary them a lot and I've been adding splats, I want to get the east side done first.

9
Mapping / Re: 6p_Vistula (WIP)
« on: August 10, 2011, 09:03:13 PM »
By central river do you mean the one that connects the other two rivers? That bit is all swamp and ford now, only British/Soviet MG nests can come close to covering the whole area. Is there no way I can make that southern area infantry centric and still be balanced? Perhaps only one vehicle crossing in the center, an extension of the swamp.

I've also added two additional infantry bridges onto the town island, between the main bridges and the swamp.

10
Mapping / Re: 6p_Vistula (WIP)
« on: August 09, 2011, 05:50:19 PM »
Thanks for the advice Maxi, addressing the first point; I'm not sure if this is the right thing to do but I was going to add splats last as they would need to be fitted around the buildings and roads.

Second point, yeah I should take a look at that tutorial for more grass types as its limiting only having plain meadow and wheat. Looking now there are a lot of textures that have moved in that overhead map, some areas that are textured in the game show as plain grass on there.

The third point, yeah I see that I was a bit shortsighted not only would a road or two help balance but it would also look more realistic.

The fourth point, I was planning on swapping the central bridge for an large open ford or swamp, would that help to make it less campy? Also maybe adding separate infantry bridges onto the town island. I want to maintain the southern strip as an infantry only section really, but I'm not sure if that causes balance issues. Balance may be the reason the bernieres-sur-mere separate area has one place vehicles can get across. The two ways onto the town island are wider than you'd think, but still coverable by a single MG nest (just).

The reason the map has chokepoints is because I started it primarily for co-op with my family (I thought I might as well share it aswell) and they prefer maps with a few chokepoints because they aren't big gamers and its less micro intensive. I suppose though that making it more open will force them to learn faster :)

11
Mapping / (Open-Beta) 6p_Vistula
« on: August 09, 2011, 04:41:00 AM »
Open Beta - Download Link V1.0

http://www.mediafire.com/?afxxstt0zdms8h6

Second time lucky! After my Malgobek map developed a crashing problem I just couldn't fix I moved away from the idea of mapping, but a recent spate of great EF games inspired me once again. So this is my new project, a 6p map (I've been playing a lot of co-op with my dad and brother.)

History
The map is based around the Vistula river in Poland:
http://en.wikipedia.org/wiki/Vistula#World_War_II
In June-August 1944 the Red Army fought their way across the Vistula river in Operation Bagration:
http://en.wikipedia.org/wiki/Operation_Bagration
And eventually established a beachhead for the Vistula-Oder Offensive:
http://en.wikipedia.org/wiki/Vistula%E2%80%93Oder_Offensive
That should tick the historically accurate box.

Layout

Layout - 14/8/2011

Layout - 24/3/2013


Going from west to east there is one of the starting areas and then a steep downslope covered with thick pine forest with a couple of plateaus, then an open moor and a small village, to the north there's a tight urban area with a large open park at the top. Along the southern edge of the map there's an infantry only area, with some fields, isolated houses and a small village. On the eastern side of the map (which is the main WIP part) there's a rocky tor (it's an English word, look it up :)) with a defensive area at the top, to the north of that there's another small village. Further east there's a monastery in the middle of a large lake, with open fields and farm buildings to the south. That was a bit long winded but its a big map :)

Pictures











Pictures - 14/8/2011



















Pictures - 23/03/2013

12
Mapping / Re: 2p_Malgobek v1.0
« on: June 14, 2011, 05:20:04 PM »
I've tried every fix I can think of and I still can't crack the crashing problem, unless anyone has any suggestions I may not have tried yet I'm going to have to scrap this map.

13
Mapping / Re: 2p_Malgobek v1.0
« on: June 01, 2011, 08:18:09 PM »
Has anyone come across this type of crashing before? Or does anyone have an idea what might be causing it and what I can do to fix it. I really don't know how to identify the problem.

Oh and yes I did chose to block of the southern high munitions point until you can destroy the barbed wire, if you look close you can see the halftrack has crashed across the entrance to the base. It was just an odd idea that came into my head I wasn't sure how people felt about it. Interesting or annoying?



Post Merge: June 02, 2011, 10:25:44 AM
Here are the warning log files from the start of the game to the crash, hopefully someone can see something there which might identify the crash. I can put up the other logs if anyone thinks it would be useful.

09:14:33.66   Warning: binding repeat_2(Ability: abilities\reenable_capture_ability_pe_schwimmwagen) -- ui index '0' out of bounds; range is [1, 12]
09:14:33.70   Warning: binding repeat_4(Ability: abilities\repair_ability_pe_improved_bike) -- widget 'command_ability_button_06' already occupied by 'repeat_3:Ability: abilities\repair_ability_pe_bike'
09:14:34.30   Warning: non auto-match upgrade not found in AE, tuning
09:14:35.01   local host PeerID 1 CONN ack=  0 (  0ms~0) unack=  0, retry=  0, highwaterOOS=0 @WINaddr:10.202.160.63:6112; (ping=0ms) 100.00%, pending=0, dead=0
09:14:35.01   MessageCounts: inval=0/0, seek=0/0, join=0/0, integ=0/0, seek_reply=0/0, join_reply=0/0, add=0/0, remove=0/0, drop=0/0, data=0/0, voice=0/0, rchk=0/0, nudge=0/0, peerhdr=0/0, proxy=0/0, ping=0/0, frag=0/0, Errors=0/0
09:14:47.32   Activating screen: Command_Tree
09:14:48.76   Activating screen: Command_Branch
09:15:02.00   Transport - median kBPS [hi/cur] sent = 0.1/0.0, recvd = 0.1/0.0, #p/sec[s/r] = 0.0/0.0, max unsent 0, version err 0, merge 0
09:15:06.00   Warning: binding repeat_1(Ability: abilities\reenable_capture_ability_engineers) -- ui index '0' out of bounds; range is [1, 12]
09:15:06.00   Warning: binding repeat_3(Ability: abilities\repair_ability_pe_improved) -- widget 'command_ability_button_06' already occupied by 'repeat_2:Ability: abilities\repair_ability_pe'
09:15:36.01   local host PeerID 1 CONN ack=  0 (  0ms~0) unack=  0, retry=  0, highwaterOOS=0 @WINaddr:10.202.160.63:6112; (ping=0ms) 100.00%, pending=0, dead=0
09:15:36.01   MessageCounts: inval=0/0, seek=0/0, join=0/0, integ=0/0, seek_reply=0/0, join_reply=0/0, add=0/0, remove=0/0, drop=0/0, data=0/0, voice=0/0, rchk=0/0, nudge=0/0, peerhdr=0/0, proxy=0/0, ping=0/0, frag=0/0, Errors=0/0
09:16:03.00   Transport - median kBPS [hi/cur] sent = 0.1/0.0, recvd = 0.1/0.0, #p/sec[s/r] = 0.0/0.0, max unsent 0, version err 0, merge 0
09:16:37.00   local host PeerID 1 CONN ack=  0 (  0ms~0) unack=  0, retry=  0, highwaterOOS=0 @WINaddr:10.202.160.63:6112; (ping=0ms) 100.00%, pending=0, dead=0
09:16:37.00   MessageCounts: inval=0/0, seek=0/0, join=0/0, integ=0/0, seek_reply=0/0, join_reply=0/0, add=0/0, remove=0/0, drop=0/0, data=0/0, voice=0/0, rchk=0/0, nudge=0/0, peerhdr=0/0, proxy=0/0, ping=0/0, frag=0/0, Errors=0/0
09:17:04.01   Transport - median kBPS [hi/cur] sent = 0.1/0.0, recvd = 0.1/0.0, #p/sec[s/r] = 0.0/0.0, max unsent 0, version err 0, merge 0
09:17:38.01   local host PeerID 1 CONN ack=  0 (  0ms~0) unack=  0, retry=  0, highwaterOOS=0 @WINaddr:10.202.160.63:6112; (ping=0ms) 100.00%, pending=0, dead=0
09:17:38.01   MessageCounts: inval=0/0, seek=0/0, join=0/0, integ=0/0, seek_reply=0/0, join_reply=0/0, add=0/0, remove=0/0, drop=0/0, data=0/0, voice=0/0, rchk=0/0, nudge=0/0, peerhdr=0/0, proxy=0/0, ping=0/0, frag=0/0, Errors=0/0
09:18:05.00   Transport - median kBPS [hi/cur] sent = 0.1/0.0, recvd = 0.1/0.0, #p/sec[s/r] = 0.0/0.0, max unsent 0, version err 0, merge 0

14
General Discussion / Re: Quick Tiger ace question
« on: May 31, 2011, 10:33:12 PM »
Why not use some ability from tiger ace campaign like smoke screen

It would probably be really useful but it just sounds a bit tame for the awesomeness of the Tiger Ace. I still think it should be something based around hit and run attacks and ambush, nothing demoralizes a player like waiting for his expensive top tier tank to roll onto the field and then for a Tiger Ace to come out of nowhere, take it out and then disappear before he can organise a defense. Now thats what the Terror Doctrine is about.

15
General Discussion / Re: The Tiger and his rewards :D
« on: May 31, 2011, 10:19:01 PM »
We should really choose one of these threads to discuss what the TA needs in :). We've got two at the moment, this one and that one: http://easternfront.org/forums/index.php?topic=6017.0

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