Company of Heroes: Eastern Front

Author Topic: [Finished] Novorossiisk (6)  (Read 7340 times)

Offline Paciat

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Re: Novorossiisk (6)
« Reply #15 on: February 16, 2011, 10:25:18 AM »
I hate maps with more fuel than ammo. :(

Offline Elquattro

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Re: Novorossiisk (6)
« Reply #16 on: February 16, 2011, 10:28:50 AM »
More fuel and ammo are a good strategy, because captures points are too long. (Fuel and ammo are medium/low , not hight.)

Offline Analpirat

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Re: Novorossiisk (6)
« Reply #17 on: February 16, 2011, 06:56:46 PM »
Still, if you take a look at some of the AAA maps you'll notice that fuel is always less prevalent than ammo(And an abundance of Fuel will always favor the Axis). Btw, looking at your sector layout I noticed that there isn't much in the way of strategic sectors, especially as cutoff points. The one in the middle doesn't really fulfill that purpose.

Offline Elquattro

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Re: Novorossiisk (6)
« Reply #18 on: February 16, 2011, 07:11:23 PM »
I understand what you say, and i changed 2 positions Fuel (middle - left and middle -right) to manpower positions;

And 2 Positions fuel (right to start player 5 and 2) to manpower.
« Last Edit: February 17, 2011, 01:32:33 PM by Elquattro »

Offline Analpirat

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Re: Novorossiisk (6)
« Reply #19 on: February 17, 2011, 10:57:25 AM »
Okay, thats definitely better, though what I meant was that the strategic sectors should be in strategic positions, meaning that if the enemy seized them he'd cut of your resources. Strategic sectors are often very snaky and long and form a barrier between high resource points and your other territory. Now in your map, ideally they'd permit the opponent to cut of the +10fuel points though I don't see an easy way to do this. What I whipped up in 5mins in paint is this proposition on how to form the strategic sectors and how to move some of the points so the enemy has better access to them. But I'm by no means experienced in these things or any good at balancing so you'd might want to check with GodlikeDennis or any of the Devs. Feel free to disregard it anyhow.

Offline Elquattro

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Re: Novorossiisk (6)
« Reply #20 on: February 17, 2011, 12:55:14 PM »
Hmm Thx for your comment =D !

I've changed position and territory.



Thx ^^
« Last Edit: February 17, 2011, 03:29:18 PM by Elquattro »

pariah

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Re: Novorossiisk (6)
« Reply #21 on: February 17, 2011, 10:08:40 PM »
Alright, well, i downloaded the current version, and there are certainly some improvements, but there are some unimprovements as well...

Most importantly, the A.I. turned to shit somehow. Previously, the A.I. provided a great challenge, meaning i would barely win as the Axis, and get my arse kicked as the Allies. But now, my allies and enemies were just sitting just shy of the middle of the map, not doing anything. I managed to get my allies to move with the orders above the Tactical Map, so it wasn't all bad, but it's still annoying when i have to babysit them, and there's just a massive blob of infantry and vehicles roaming around...

And i took some screenshots here. As i'm sure everybody knows by now, the map is very cramped, which is cool, but in some areas it's a little too cramped.

Firstly, the car parks are too small, so there is no way those cars could have been parked there. Secondly, the graves in the graveyard are too close together. Gotta leave room for the corpses!

And finally, i really don't get what's with these pipes leading into these cars... Is that how people gassed up back then!?

Offline Elquattro

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Re: Novorossiisk (6)
« Reply #22 on: February 18, 2011, 11:04:05 AM »
Thx pariah for a test.

I work to correct loading screen... but i've a bug...


I post v0.61 Novorossiisk !
fixed : IA corrected ^^

(thx pariah)
« Last Edit: February 18, 2011, 03:36:22 PM by Elquattro »

pariah

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Re: Novorossiisk (6)
« Reply #23 on: February 27, 2011, 11:55:33 PM »
Has anybody else been testing this map? The reason i ask is because over the past few weeks it's been very hard to play Company Of Heroes (or any other game for that matter), and for the past few days i haven't been able to get Company Of Heroes to work at all. So i'm sorry, Elquattro, but i don't think i'll be able to test your map anymore. :'(

Offline cephalos

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Re: Novorossiisk (6)
« Reply #24 on: February 27, 2011, 11:59:23 PM »
I have an suggestion. this map will cause 2v1 on each river side, so I suggest giving this lone player some kind of defensive positions. Like bunker or 2.

pariah

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Re: Novorossiisk (6)
« Reply #25 on: February 28, 2011, 12:03:27 AM »
Good idea! More defenses for the pariahs! ;D

Offline Desert_Fox

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Re: Novorossiisk (6)
« Reply #26 on: February 28, 2011, 11:36:44 AM »
I have an suggestion. this map will cause 2v1 on each river side, so I suggest giving this lone player some kind of defensive positions. Like bunker or 2.

Also edit the map like Montherme where there is 2v2 + 1v1  :)

Offline cephalos

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Re: Novorossiisk (6)
« Reply #27 on: February 28, 2011, 12:34:37 PM »
no, it's good as it is. too much work though. I mean map should be build in way to make those 2 help this alone one.

pariah

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Re: Novorossiisk (6)
« Reply #28 on: February 28, 2011, 01:21:40 PM »
Indeed. If you want Monthermé, play Monthermé.

Offline Elquattro

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Re: Novorossiisk (6)
« Reply #29 on: August 29, 2011, 10:05:55 AM »
Announcement :

Hi  :D !

i've post a new version Novorossiisk :
(More changed : More Detail, Bridges...)

Novorossiisk : http://diablo342256.free.fr/EF/Novorossiisk.sga

Big Thanks : Razoksky, pariah, MaxiKing6, TheDzierzanPL.