Company of Heroes: Eastern Front

Author Topic: [Finished] Perekop (6)  (Read 32050 times)

Offline Max 'DonXavi' von B.

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Re: Parakop (6)
« Reply #15 on: January 21, 2011, 09:40:40 PM »
Very nice. I could do a Relic-style tacmap for you if you like ;)

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pariah

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Re: Parakop (6)
« Reply #16 on: January 21, 2011, 09:46:02 PM »
If you don't mind some further critiquing - Do you think you could not put the H.Q. territories on roads? I just think it looks weird, placing buildings on roads...

Offline Elquattro

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Re: Parakop (6)
« Reply #17 on: January 21, 2011, 09:51:05 PM »
@MaxiKing6 : Ho great ! i need Tacmap for my map =) ! Very Thanks Maxi.
You need Parakop.tga ?

@pariah : Thx, i will move roads to the territories H.Q.

pariah

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Re: Parakop (6)
« Reply #18 on: January 21, 2011, 09:56:38 PM »
I think you misunderstood - I meant how positions 3 4 and 5 seem to be on roads. There should be roads near to the start positions, but not actually in the start positions. Of course, it's kind of hard to tell what it really looks like with those circles, so i could be wrong...

Offline Max 'DonXavi' von B.

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Re: Parakop (6)
« Reply #19 on: January 21, 2011, 09:58:32 PM »
If you don't mind some further critiquing - Do you think you could not put the H.Q. territories on roads? I just think it looks weird, placing buildings on roads...
+1

And one further point:
It's not that good for gameplay when every single bridge is destructable. It can, it doesn't have to make a map to a camping ground. It's up to you to change it, but I would like it.
You can create those undestructible bridges by using the hight map editor and the walls that are in the walls/support folder in the object category. Look at the center of Lyon, there is also a "bridge" like this.

@ElQuattro: I need parakop_mm.tga and parakop_tml.tga. I will do that when your map is in the Final status, everything else wouldn't pay off because I would have to rework/do it again then.

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Offline IJoe

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Re: Parakop (6)
« Reply #20 on: January 21, 2011, 09:59:23 PM »
Don't mind me saying, but the name should be Perekop, which is how this very place is actually called. It means something close to "dug over" or a "trench" (in this case, it's a huge one ;))

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Offline Elquattro

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Re: Parakop (6)
« Reply #21 on: January 21, 2011, 10:06:31 PM »
@pariah
Quote
I think you misunderstood - I meant how positions 3 4 and 5 seem to be on roads. There should be roads near to the start positions, but not actually in the start positions. Of course, it's kind of hard to tell what it really looks like with those circles, so i could be wrong...
I understand =). No problem i delete this road (3-4-5-6)

@MaxiKing6
Quote
You can create those undestructible bridges by using the hight map editor and the walls that are in the walls/support folder in the object category. Look at the center of Lyon, there is also a "bridge" like this.
I test with bridge center =) (-> undestructible bridges) .

Quote
I need parakop_mm.tga and parakop_tml.tga. I will do that when your map is in the Final status, everything else wouldn't pay off because I would have to rework/do it again then.
Of course ^^. When the map is finish, i'm send you mm.tga and tml.tga


Post Merge: January 21, 2011, 10:19:22 PM
I have update a first post.
You can see the changes to be made, looking at my first post. I would make updates to all each correction =).
« Last Edit: January 21, 2011, 10:19:22 PM by Elquattro »

Offline Max 'DonXavi' von B.

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Re: Parakop (6)
« Reply #22 on: January 21, 2011, 10:30:21 PM »
Okay I will watch the progress and maybe also test it, tell you some further possible improvements and make the tacmap in the end.

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Offline Elquattro

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Re: Parakop (6)
« Reply #23 on: January 21, 2011, 10:39:17 PM »
Okay =) ! Very Thanks MaxiKing6.

It's too cool to give me you're idea and subjection =D.

And Thanks All community.

Offline Seeme

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Re: Parakop (6)
« Reply #24 on: January 21, 2011, 10:44:03 PM »
Yeah, i downloaded it, moved it to where the maps are, but it's not in the list... ???

You have to put it in the maps folder.
The Russians think there sooo tough, wait till the Ostheer comes...

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Offline Max 'DonXavi' von B.

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Re: Parakop (6)
« Reply #25 on: January 21, 2011, 10:50:01 PM »
Okay =) ! Very Thanks MaxiKing6.
It's too cool to give me you're idea and subjection =D.
Anytime, you're welcome ;)

Yeah, i downloaded it, moved it to where the maps are, but it's not in the list... ???
You have to put it in the maps folder.
If you wish to open it with the WB, you will have to extract it first because WB is unable to load sga archives. You can do that by downloading Corsix Mod Studio.

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pariah

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Re: Parakop (6)
« Reply #26 on: January 21, 2011, 11:10:07 PM »
Yes, i put it here:

C:\Program Files\THQ\Company of Heroes\Eastern_Front\Archives

(Where all the Eastern Front maps are.)

(I'm not concerned about opening it in the World Builder.)

Offline SK8ERatWAR

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Re: Parakop (6)
« Reply #27 on: January 21, 2011, 11:14:42 PM »
nah you gotta put it in documents/my games/company of heroes/ww2/scenarios ;)

Offline Max 'DonXavi' von B.

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Re: Parakop (6)
« Reply #28 on: January 21, 2011, 11:20:56 PM »
Yes, i put it here:
C:\Program Files\THQ\Company of Heroes\Eastern_Front\Archives
(Where all the Eastern Front maps are.)

Couldn't have worked in two ways. On the one hand side,
Quote
because WB is unable to load sga archives
, on the other you would had have to change the Eastern_Front.module file then because the archives that are loaded (the maps) have all to be listed in that file.

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Offline Elquattro

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Re: Parakop (6)
« Reply #29 on: January 22, 2011, 10:21:30 AM »
I post a new undestructible bridge center (not finish)  :).