Company of Heroes: Eastern Front

Author Topic: [Finished] Project LVI - El Agheila (2)  (Read 6829 times)

Offline MonolithicBacon

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[Finished] Project LVI - El Agheila (2)
« on: July 27, 2013, 01:29:13 PM »
And I'm back folks, with a map from the deserts of the Afrika campaign.

So, while work on Project LV continued, I figured I would try my hand at helping out the chaps at Afrika Mod, and 24 hours later, I have my 56th map complete. Believe me when I say that this has been a true pleasure to work on, and I have people to thank!

Firstly, my thanks to Aidas/Zemciugas over at Afrika for letting me run wild with his mod so quickly; secondly, my thanks to Playmobil, for his stamps and ideas; and thirdly, to Killar, who I hope is over at The Great War 1918, knocking up a territory concept to replace the existing one.

And of course, my thanks will go out to those of you who try this map and feedback to me. The version attached in the link at the bottom is currently using the Angoville map layout, but as previously mentioned, this is soon to change.

So, without further delay:











Enjoy, and please let me know what you think!

http://speedy.sh/KCbHW/2p-el-agheila.zip


http://speedy.sh/YZmTb/2p-el-agheila.zip

http://www.mediafire.com/?urpni14o3un2i66 (Version 1.1)

http://speedy.sh/Ngpgr/4p-el-agheila.zip (4 player version 1.0)

Keep your eyes peeled for further Projects to come!

EDIT - Note that the link above is no longer the current version, and that updates will soon be added. The following bugs have been fixed:
  • Blocker signs changed for working ones
  • Large dunes reduced, somewhat
  • Road reinstated, to justify negative cover where is was originally
  • Low walls in the fort ruins have been replaced to allow combat over them
  • Craters and additional infantry cover added
  • Base perimeter guffins added
  • Territory updated
  • Ruins updated to allow cover-to-cover fighting
« Last Edit: October 09, 2013, 05:03:10 PM by MonolithicBacon »

Offline JuhwannX

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Re: [WIP] Project LVI - El Agheila (2)
« Reply #1 on: July 28, 2013, 07:04:39 PM »
Huh. I didn't know the Afrika mod was still in production. I wonder if they'd want to work with the ef team and balancers,to help get things running faster. Especially since we're the two mods that change the theatre of coh. Cutted the talk about my work as it should be team internal only -Walki

On topic of the map, looks nice and fits the theme of the mod. If theres some gameplay footage of the afrika mod, i'd love to see it. I'll give gameplay feedback later this week when i get back home, to my pc.
« Last Edit: July 28, 2013, 09:53:12 PM by Walki »
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Offline MonolithicBacon

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Re: [WIP] Project LVI - El Agheila (2)
« Reply #2 on: July 28, 2013, 11:24:55 PM »
Cutted the talk about my work as it should be team internal only -Walki

N'aww, and here I was hoping for all the juicy secrets!

On topic of the map, looks nice and fits the theme of the mod. If theres some gameplay footage of the afrika mod, i'd love to see it. I'll give gameplay feedback later this week when i get back home, to my pc.

I've not seen any footage myself, but seeing as the mod only has one actual finished map, I had to offer my services. And I'm grateful for any feedback. As I've previously said, the territory layout is only temporary, and will probably be changed for something resembling Egletons before the end.

Offline JuhwannX

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Re: [WIP] Project LVI - El Agheila (2)
« Reply #3 on: July 29, 2013, 05:42:55 PM »
But the secrets need to be let out! Walki is working on *BLAM KILLED FOR TREASON*
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Offline MonolithicBacon

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Re: [WIP] Project LVI - El Agheila (2)
« Reply #4 on: July 30, 2013, 09:12:17 PM »
Bump for update!

Offline SSonne

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Re: [Finished] Project LVI - El Agheila (2)
« Reply #5 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
« Last Edit: August 04, 2013, 09:53:17 PM by SSonne »


-> :)

Offline Max 'DonXavi' von B.

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Re: [Finished] Project LVI - El Agheila (2)
« Reply #6 on: August 04, 2013, 11:50:14 PM »
@SSonne: Use following object, best in objects splines:
Code: [Select]
ebps\gameplay\movement_blocker_shot_block_only

Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa

Offline SSonne

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Re: [Finished] Project LVI - El Agheila (2)
« Reply #7 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


-> :)

Offline MonolithicBacon

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Re: [Finished] Project LVI - El Agheila (2)
« Reply #8 on: August 05, 2013, 11:00:46 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?

Unfortunately you're looking for realism that simply doesn't exist in this engine. The only way that you can slow infantry down (so far as I'm aware) is the Brit infantry mechanic, and water, which can't be imposed on terrain. As for the shot blocking, in theory it works, so that infantry and vehicles can't shoot through, but can still climb over them, until you have infantry trying to fight at the top of the dune. Men who are standing on one side of the blocker will not see anybody, and men on the other side will be in blazing combat, even if they're only a few feet away. It breaks immersion badly.

And as far as Impass goes, it's only useful for preventing access to an area permanently (such as a ruin, or in shallow water that you don't want to be passible), but doesn't prevent shooting. That's what blockers are for.

One way or another, there is no sure fire way of fixing the "shooting through" issue, but it's something that I think we have to live with. Whether it's an urban, winter, desert or jungle map, this issue will always exist. However, as consolation, while units can shoot through terrain, it doesn't mean that tank shells and the like won't sometimes hit the side. In fact, in testing, I've found the dunes to be a nightmare to hide from G43's, but a blessing when hiding from Light AT.

Offline MonolithicBacon

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Re: [Finished] Project LVI - El Agheila (2)
« Reply #9 on: October 03, 2013, 12:03:39 PM »
Bump for link update.

Enjoy!

Offline MonolithicBacon

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Re: [Finished] Project LVI - El Agheila (2)
« Reply #10 on: October 09, 2013, 05:02:15 PM »
And here's yet another bump for the new, updated 4 player version! Links are on the top of the page!

Offline Codename "Tiger"

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Re: [Finished] Project LVI - El Agheila (2)
« Reply #11 on: October 09, 2013, 07:33:05 PM »
Looks awesome...