Company of Heroes: Eastern Front

Author Topic: [WIP] Dutka Valley (4)  (Read 7958 times)

Offline Walentin 'Walki' L.

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Re: [WIP] Dutka Valley (4)
« Reply #15 on: March 13, 2012, 04:11:22 PM »
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 :).

Code: [Select]
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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Offline jojorabbit

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Re: [WIP] Dutka Valley (4)
« Reply #16 on: March 15, 2012, 06:03:55 PM »
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 :









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?

Offline Max 'DonXavi' von B.

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Re: [WIP] Dutka Valley (4)
« Reply #17 on: March 15, 2012, 07:33:08 PM »
I still think the river should be crossable everywhere, but I guess that's your decision in the end ;)

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Offline jojorabbit

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Re: [WIP] Dutka Valley (4)
« Reply #18 on: March 20, 2012, 01:43:43 PM »
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:











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.
« Last Edit: March 22, 2012, 12:21:49 PM by jojorabbit »

Offline Walentin 'Walki' L.

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Re: [WIP] Dutka Valley (4)
« Reply #19 on: March 20, 2012, 01:52:57 PM »
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.
I identify as a four-eyed bird man. /s

Offline jojorabbit

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Re: [WIP] Dutka Valley (4)
« Reply #20 on: March 20, 2012, 02:00:21 PM »
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 :)?

Offline GodlikeDennis

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Re: [WIP] Dutka Valley (4)
« Reply #21 on: March 20, 2012, 02:10:12 PM »
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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Offline jojorabbit

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Re: [WIP] Dutka Valley (4)
« Reply #22 on: March 21, 2012, 01:11:52 PM »
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:









Hm, how many tutorials will i need to write to payback what i have learned :P :).

Offline jojorabbit

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Re: [WIP] Dutka Valley (4)
« Reply #23 on: April 02, 2012, 12:53:10 PM »
Hi,
here are some updates on map.

IMAGES:

















Some parts map are still flat and clean.

What do you think about details on last 2 pictures?

Any comments, suggestions?

Offline Cranialwizard

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Re: [WIP] Dutka Valley (4)
« Reply #24 on: April 02, 2012, 01:02:17 PM »
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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Offline jojorabbit

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Re: [WIP] Dutka Valley (4)
« Reply #25 on: April 02, 2012, 01:15:38 PM »
Quote
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.

Quote
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.

Quote
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.

Quote
Overall a huge improvement though

Thanks.

Offline HerrVoss

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Re: [WIP] Dutka Valley (4)
« Reply #26 on: April 03, 2012, 06:04:37 PM »
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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It will be done when it is done.
Keep mapping and modeling.
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Offline jojorabbit

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Re: [WIP] Dutka Valley (4)
« Reply #27 on: April 03, 2012, 06:17:27 PM »
Ye i was thinking about adding few little trenches not big ones like on point do hoc, some tank traps for cover maybe etc ;).

Quote
I am glad you are still working on it, we have not have much life in the mapping section lately.
Thanks.