Company of Heroes: Eastern Front

Author Topic: Halbe (6p)  (Read 15931 times)

Offline Porta

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Re: [WIP] Battle of Halbe (6p)
« Reply #30 on: February 17, 2009, 01:11:12 PM »
looking good :)

Apex

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Re: [WIP] Battle of Halbe (6p)
« Reply #31 on: March 02, 2009, 09:50:41 PM »
Very good map, it was the first one I see with such huge hill formations, but it looks awesome. If the quality stays like this, we will put it in.

Here are the formal things you still have to do.

1. File Name: "6p_Halbe".

2. Maplist name: "Halbe (6)".

3. Add preview screen (random and fixed).

4. Add loading screen.

Good stuff, keep it up.

Offline $ TEXAS $

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Re: [WIP] Battle of Halbe (6p)
« Reply #32 on: March 03, 2009, 04:23:03 AM »
I will make the required changes once I get the map finalized, I am currently running some balance tests online with some people and making some small adjustments to improve balance. Should hopefully be done in about a week or two, unless it needs to be quicker ;) .

Offline $ TEXAS $

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Re: [WIP] Battle of Halbe (6p)
« Reply #33 on: March 10, 2009, 03:08:58 PM »
I have the finalized, Eastern Front version of the map ready here:
OUT OF DATE

It should have all the required fixes for the mod, as well as:
1) adjustments to some resource values.
2) some territories have been redrawn slightly, with a couple of control points shifted.
3) some buildings moved/added for balance (most are minor).
4) shot blocking added to the groves and certain cliffs.
5) shot blocking barriers added around the tunnel to add more realistic protection from enemy fire.
« Last Edit: July 28, 2009, 09:58:54 PM by $ TEXAS $ »

Offline WartyX

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Re: Halbe (6p)
« Reply #34 on: April 02, 2009, 06:31:48 PM »
$ TEXAS $, please change your Map Name to $18010105 and your Map Description to $18010106 and also post a menu description of the map around 50-100 words long on this thread.

Offline $ TEXAS $

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Re: Halbe (6p)
« Reply #35 on: April 07, 2009, 02:35:17 AM »
Sorry for the late reply but here is the updated version of the map with the title and description fixed with the numbers you requested:
OUT OF DATE
And here is the new description for the map:
Quote
During the Battle of Berlin, Three German divisions of the 9th Army were trapped in the Spree forest region southeast of Berlin near the town of Halbe. Their plan was to push eastward through the Russian lines to locate and surrender to the Western Allies. However Soviet Red army had different plans, three divisions of Russian troops were stationed in the area, seeking revenge for German attack on Stalingrad, and they would not let any German troops through without a fight.

If there are any problems please let me know!
« Last Edit: July 28, 2009, 09:59:14 PM by $ TEXAS $ »

Offline $ TEXAS $

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Re: Halbe (6p)
« Reply #36 on: July 28, 2009, 10:04:47 PM »
I had to update this map to fix issues with the map not ending and VP points not working (same problem as Kiev). The only major change is the rail bridge, rather than replace it with a standard one I just permanently destroyed it (bridge type can't be rebuilt and impass was drawn through the bridge); since the river bed is easy enough to pass and the bridge was rarely used in SP and MP matches I played the map in this shouldn't be a problem. This update should also fix a small issue with the impass zones disappearing since ToV.

If there are any problems with this version let me know.

http://www.filefront.com/14733965/6p_Halbe.sga
« Last Edit: October 16, 2009, 05:08:59 PM by $ TEXAS $ »

Offline Mystic-Car

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Re: Halbe (6p)
« Reply #37 on: July 29, 2009, 01:18:14 AM »
Thanks for "update".
Not realy nice to hear that the bridge gets now broken and the lights doesn´t rotate in Kiev, but it´s the only solution.

Maybe i´m going to ask Hartkeks when he returns from his holiday.





Mystic

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Re: Halbe (6p)
« Reply #38 on: July 29, 2009, 01:53:43 AM »
The sad thing is I have everything I need to fix the problem except a way to detect what game type was selected on the menu (unless I made the VP ticker amount the way to select). The underlying problem is that the g_VPConditionsLoaded and g_CheckAnnihilate flags are being set to nil when a scar file is detected (which only happened since ToV).

I will of course keep the older versions around in case the problem is fixed in the future, or if another solution is found, and if there is I can always update the 2 maps again.

It is annoying considering all the thing you can do with some simple scar code.

Offline captainspoon

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Re: Halbe (6p)
« Reply #39 on: October 16, 2009, 11:25:43 AM »
The link doesn't work no more  :-[
and i really wanna try it out
all because of the tunnel :P
grtz

Offline $ TEXAS $

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Re: Halbe (6p)
« Reply #40 on: October 16, 2009, 05:09:34 PM »