Company of Heroes: Eastern Front

Author Topic: [Finished] Perekop (6)  (Read 26613 times)

Offline Elquattro

  • Donor
  • Strelky
  • *
  • Posts: 56
    • View Profile
Re: Perekop (6)
« Reply #105 on: February 09, 2011, 11:32:39 AM »
Hi all =).
New version perekop : perekop v0.92.
I've fixed IA and change bridge.
« Last Edit: February 17, 2011, 03:29:52 PM by Elquattro »

Offline Elquattro

  • Donor
  • Strelky
  • *
  • Posts: 56
    • View Profile
Re: Perekop (6)
« Reply #106 on: March 10, 2011, 09:19:56 PM »
Hi Hi Hi Red community =) !

Perekop : Beta Version 0.95 (IA hard, more details...)

Screenshot Perekop v0.95 :








« Last Edit: March 10, 2011, 09:28:19 PM by Elquattro »

pariah

  • Guest
Re: Perekop (6)
« Reply #107 on: March 10, 2011, 09:56:15 PM »
Looking very nice, Elquattro. :)  :(

Offline Max 'DonXavi' von B.

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 3462
  • Eastern Front forever!
    • View Profile
Re: Perekop (6)
« Reply #108 on: March 10, 2011, 10:12:46 PM »
I agree with pariah, but since when is grass growing on streets (2nd pic) ?

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

pariah

  • Guest
Re: Perekop (6)
« Reply #109 on: March 10, 2011, 10:22:03 PM »
Yeah, but since when does the curb cut into the street? ;)

Offline Max 'DonXavi' von B.

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 3462
  • Eastern Front forever!
    • View Profile
Re: Perekop (6)
« Reply #110 on: March 10, 2011, 10:27:10 PM »
...since ElQuattro is mapper, dear pariah  ;) (congratulations for 300th post xD)
Maybe he just forgot to change the spline's order.
@ElQuattro: Use the buttons page up/page down to set which spline's ought to be on top after selecting them  :)

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

Offline Elquattro

  • Donor
  • Strelky
  • *
  • Posts: 56
    • View Profile
Re: Perekop (6)
« Reply #111 on: March 10, 2011, 10:55:53 PM »
- grass growing on streets (it's a little bug =p, delete coming next version =) , thx)

- the curb cut into the street (love it =p).
No 3 possibility :
1- It's a boat factory, and there was accident with boat convoy (truck).

2- I'm too stupied to see what it's this object XD !

3- Error object

ps : thx for coment ^^

pariah

  • Guest
Re: Perekop (6)
« Reply #112 on: March 10, 2011, 11:03:06 PM »
Yep. Grenadier posts. :D

Elquattro, what's so good about having the roads overlap so the curb will appear over it? Granted, it's not real life, so it won't pose a problem for light vehicles, but it still looks naff. :(

Offline Blackbishop

  • Administrator
  • Poster of the Soviet Union
  • *
  • Posts: 12053
  • Community Manager, Programmer and Kicker
    • View Profile
Re: Perekop (6)
« Reply #113 on: March 10, 2011, 11:48:44 PM »
Yeah, but since when does the curb cut into the street? ;)
I don't have problems with that :)... looked like the street was damaged xD.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

pariah

  • Guest
Re: Perekop (6)
« Reply #114 on: March 11, 2011, 12:03:07 AM »
I dunno... I don't see it like that.

Here's an idea, Elquattro: Think you could cut the roads off just before they merge, and then start another road piece? That might look alright...

Offline Seeme

  • Mr. Spam
  • *
  • Posts: 1880
    • View Profile
Re: Perekop (6)
« Reply #115 on: March 11, 2011, 12:38:32 AM »
Put a crater on it, so you won't see it.
The Russians think there sooo tough, wait till the Ostheer comes...

Coh Name: Seeme

pariah

  • Guest
Re: Perekop (6)
« Reply #116 on: March 11, 2011, 12:39:34 AM »
But that will remove the effects of the road, won't it? :-\

Offline Walentin 'Walki' L.

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 3262
  • Creator of Things
    • View Profile
    • Steam Profile
Re: Perekop (6)
« Reply #117 on: March 11, 2011, 01:52:37 PM »
Missing dirt inside the trench :P.
I identify as a four-eyed bird man. /s

Offline Elquattro

  • Donor
  • Strelky
  • *
  • Posts: 56
    • View Profile
Re: Perekop (6)
« Reply #118 on: March 11, 2011, 08:15:28 PM »
Yeaaah thx walki1 , good idea ! more Dirt inside the trench :p

I will changed bug road, and post more effect and crater =p thx seeme and pariah

Offline Dzierzan

  • Translator
  • Commissar
  • *
  • Posts: 465
  • I am the king of second bananas!
    • View Profile
Re: Perekop (6)
« Reply #119 on: March 11, 2011, 08:22:35 PM »
There is a bug, my troops can't cross this bridge.

And why i don't see loading screen, i mean i see logo CoH, you wrote that you made loading screen.

AI is more difficult, this is very good. I have to try again this map on BK mod. Anyway good luck to making new bridges maps.