Company of Heroes: Eastern Front

Author Topic: Halbe (6p)  (Read 15529 times)

Apex

  • Guest
Re: [WIP] Battle of Halbe (6p)
« Reply #15 on: February 09, 2009, 05:57:56 PM »
excellent

Offline Regis91

  • Ingenery
  • *
  • Posts: 46
    • View Profile
Re: [WIP] Battle of Halbe (6p)
« Reply #16 on: February 10, 2009, 03:11:26 PM »
You can add the enbankment via spline tool i think thats the easiest way ;) But do it on your way :D

Offline $ TEXAS $

  • Ingenery
  • *
  • Posts: 45
    • View Profile
Re: [WIP] Battle of Halbe (6p)
« Reply #17 on: February 11, 2009, 01:55:31 AM »
I found an effective way of adding the embankment, both splines and light elevation change. The vast majority of the rail line now has a bit of banking, and the areas that don't have the embanking don't look bad.

Good suggestion!

Take a look:

Offline TheAllMihtyOne

  • Commissar
  • ****
  • Posts: 263
  • красный армия
    • View Profile
Re: [WIP] Battle of Halbe (6p)
« Reply #18 on: February 11, 2009, 07:23:03 AM »
it looks realy good :)
The GrimReaper is walking the Earth collecting Suols

Offline Regis91

  • Ingenery
  • *
  • Posts: 46
    • View Profile
Re: [WIP] Battle of Halbe (6p)
« Reply #19 on: February 11, 2009, 02:57:33 PM »
Yeah thats a nice way ;)

Offline Brewsky

  • Guard
  • ***
  • Posts: 167
    • View Profile
Re: [WIP] Battle of Halbe (6p)
« Reply #20 on: February 11, 2009, 05:25:04 PM »
Man. I cannot WAIT to play this. It'll be some eyecandy AND a good map to play on. Great job!

Offline vengefulnoob

  • Commissar
  • ****
  • Posts: 453
    • View Profile
Re: [WIP] Battle of Halbe (6p)
« Reply #21 on: February 11, 2009, 11:19:58 PM »
Nice map!!!

Shame were not getting an armoured train for it....

Old soviet joke:
Stalin, Krushev, Brezhnev and Gorbachev are all on a train (symbolizes USSR)

The train stops:
Stalin shouts: WHY HAS THE TRAIN STOPPED? SHOOT THE DRIVER!!!
krushev says: no! We must rehabilitate the driver!
Brezhnev says: I have an idea: let's draw the curtains and pretend the train is still moving!
But Gorbachev interrupts: Comrades! We must get out and push!
Za Chest Gvardii!

Offline TheAllMihtyOne

  • Commissar
  • ****
  • Posts: 263
  • красный армия
    • View Profile
Re: [WIP] Battle of Halbe (6p)
« Reply #22 on: February 12, 2009, 07:40:53 AM »
lol that was exelent  ;D
The GrimReaper is walking the Earth collecting Suols

Offline BurroDiablo

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 3976
  • NYET!
    • View Profile
Re: [WIP] Battle of Halbe (6p)
« Reply #23 on: February 12, 2009, 11:26:36 PM »
The continuation could be that, the Train De-rails, Yeltsin comes along and sells all the parts, Putin siphons the Diesel from the Engine and Medvedev forcefully stops the disgruntled passengers from getting on another train.

Offline vengefulnoob

  • Commissar
  • ****
  • Posts: 453
    • View Profile
Re: [WIP] Battle of Halbe (6p)
« Reply #24 on: February 12, 2009, 11:44:10 PM »
Lol ... It's funny because it's true...
Za Chest Gvardii!

Offline TheAllMihtyOne

  • Commissar
  • ****
  • Posts: 263
  • красный армия
    • View Profile
Re: [WIP] Battle of Halbe (6p)
« Reply #25 on: February 13, 2009, 03:59:14 PM »
fun fun fun :)
The GrimReaper is walking the Earth collecting Suols

Offline Brewsky

  • Guard
  • ***
  • Posts: 167
    • View Profile
Re: [WIP] Battle of Halbe (6p)
« Reply #26 on: February 13, 2009, 05:09:38 PM »
Indeed. This sounds attractive and "fun fun fun"

Offline $ TEXAS $

  • Ingenery
  • *
  • Posts: 45
    • View Profile
Re: [WIP] Battle of Halbe (6p)
« Reply #27 on: February 15, 2009, 08:12:45 PM »
I have the first beta ready, the map is still unfinished (mostly missing menu items) but this should be enough to find any significant bugs and check the balance.

OUT OF DATE
« Last Edit: July 28, 2009, 09:58:29 PM by $ TEXAS $ »

Offline BurroDiablo

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 3976
  • NYET!
    • View Profile
Re: [WIP] Battle of Halbe (6p)
« Reply #28 on: February 16, 2009, 12:07:00 AM »
I had a quick test and the map is very well made, very aesthetically pleasing. Its quite large and takes a while for the infantry to reach their destination, and its a shame that tunnel just seems to be a random feature with no real strategic value (same goes with the bridge), but other than my little complaints, I didn't find any bugs or have any problems getting it to work.

When I started it up and saw my HQ in a field of tree-stumps I thought "Oh, here we go, i'm not going to be able to build anything because of obstacles", but that proved to be untrue :P

Also, i've never seen a tree burn in this game before (i've seen them simply crumble because of fire, but never burn)... I noticed the exact same tree in your picture with the Rail track (the largest on to the right). I got in a fire-fight with some Volks and my conscripts threw a cocktail over, but it missed. I was too busy watching the tree catch fire instead and overlooked an MG42 being set up not too far away, which destroyed my squad ;D
« Last Edit: February 16, 2009, 12:11:47 AM by BurroDiablo »

Offline $ TEXAS $

  • Ingenery
  • *
  • Posts: 45
    • View Profile
Re: [WIP] Battle of Halbe (6p)
« Reply #29 on: February 16, 2009, 02:23:01 AM »
Well the bridge (the original design) and the tunnel were mostly experiments to see if they could be done, because of that I tried to keep them out of the center of the fighting in case something went wrong. The majority of the map was designed to look natural and pleasing (I personally hate symmetric "Multiplayer" style maps). The map is the same sizes as one of the standard CoH 6p maps, although it is a little more open.

I like using a lot of single item pine trees (non groves) because they can catch fire. In the final version I will probably add in an .options file to have multiple weather options, large forest fires look great at night, best way to cause them are the incendiary mortars and flame throwers.

I will probably wait a week or two to gather responces form all the sources I posted on before I finalize the map, all that really remains is the loadscreen, menu images, and maybe a few last minute touchups!