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Company of Heroes: Eastern Front
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Eastern Front Mod (Read-Only)
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[FINISHED] Danzig (8) Update 2
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Topic: [FINISHED] Danzig (8) Update 2 (Read 10911 times)
beagletank
Mapper
Strelky
Posts: 99
Re: [OPEN BETA] Danzig (8)
«
Reply #15 on:
September 17, 2011, 10:22:11 PM »
Hi all,
The beta has been published. Look at the first post.
Logged
Killar
Guest
Re: [OPEN BETA] Danzig (8)
«
Reply #16 on:
September 18, 2011, 01:25:15 PM »
Hey beagle!
Nice map you made there
Some suggestions:
Magenta shows the middle line of the map.
Some points have to be moved IMO.
Rearranging the low fuel and mun points in the north (mun fuel mun fuel). Like the mirror counterpart in the south
medium mun point on the left side move more to the south and destroy the building next to it (then no mg there)
on the other side place the medium mun point in the ruins. Maybe remove some ruins in order to build large outposts there (brits,soviet)
sector point and VP in the south of it move to the deleted building (this way every side has the same way to its points)
middle medium mun point delete
middle medium fuel point move to the VP place. VP can be placed right next to it. South buildings can be deleted to give the suth player the possibility to reach it. In addition the south player needs some green and yellow cover (rubble (green cover), crater (yellow cover) on the street) Currently i think its red cover while the north player has all the way yellow and green cover
EDIT: the sectors points of the sectors, that circle the middle fuel sector, should be moved farther away from the middle. for the south player move the sector point along the street to the left to the road crossing. Same for the opposite side mirror like. This way if you have the middle you can´t easily control your cut off.
Logged
beagletank
Mapper
Strelky
Posts: 99
Re: [OPEN BETA] Danzig (8) Update 1
«
Reply #17 on:
October 03, 2011, 07:46:14 PM »
Hi all,
update one has been published. Look at the first (or Killars
) post.
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Blackbishop
Administrator
Poster of the Soviet Union
Posts: 12053
Community Manager, Programmer and Kicker
Re: [OPEN BETA] Danzig (8) Update 1
«
Reply #18 on:
October 03, 2011, 07:58:12 PM »
Good job!!
Hope we can include it for our next release.
Logged
Mors Indecepta
Might controls everything, and without strength you cannot protect anything. Let alone yourself...
beagletank
Mapper
Strelky
Posts: 99
Re: [OPEN BETA] Danzig (8) Update 1
«
Reply #19 on:
October 24, 2011, 06:41:58 PM »
Hi all,
In my opinion the map has been completely finished.
So, is it ok if I change the status to "FINISHED"?
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HerrVoss
Donor
Commissar
Posts: 302
I modify everything.
Re: [OPEN BETA] Danzig (8) Update 1
«
Reply #20 on:
October 24, 2011, 09:24:24 PM »
Yes, go right ahead.
Logged
Ostheer is a new German faction for this mod.
It will be done when it is done.
Keep mapping and modeling.
Tell a friend about EF.
Walentin 'Walki' L.
Developer
Poster of the Soviet Union
Posts: 3262
Creator of Things
Re: [OPEN BETA] Danzig (8) Update 1
«
Reply #21 on:
October 25, 2011, 11:22:02 AM »
Finally a new and nice 8 players map.
Logged
I identify as a four-eyed bird man.
/s
SublimeSnugz
Axis Commander
Commissar
Posts: 497
Zeh fucking truck won't lock down! Its OVAH! . . .
Re: [OPEN BETA] Danzig (8) Update 1
«
Reply #22 on:
October 25, 2011, 02:36:17 PM »
Looks good!
Logged
beagletank
Mapper
Strelky
Posts: 99
Re: [FINISHED] Danzig (8) Update 1
«
Reply #23 on:
October 25, 2011, 04:16:56 PM »
All right. Hope we can include the map in the next patch.
Logged
Killar
Guest
Re: [FINISHED] Danzig (8) Update 1
«
Reply #24 on:
October 25, 2011, 04:26:02 PM »
mom!!!
map isn´t finished yet
Logged
beagletank
Mapper
Strelky
Posts: 99
Re: [FINISHED] Danzig (8) Update 1
«
Reply #25 on:
October 25, 2011, 04:40:25 PM »
Hi Killar,
I suspect you are talking about the wrecked Königstiger (basing on
this picture)
. I like the idea, but there doens´t exist an accordingly map object. And an intact tank would look stupid, because the tank commander is still inside.
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GodlikeDennis
Donor
Poster of the Soviet Union
Posts: 4454
Re: [FINISHED] Danzig (8) Update 1
«
Reply #26 on:
October 25, 2011, 07:04:33 PM »
I think BB brought up the idea that you can spawn a vehicle on the map and script it to die right at the start. This can probably be used to spawn any vehicle wreck. Not sure if this would create problems with recovering the wreck or not though (berge).
Logged
If you get into an argument with me, you're wrong.
Blackbishop
Administrator
Poster of the Soviet Union
Posts: 12053
Community Manager, Programmer and Kicker
Re: [FINISHED] Danzig (8) Update 1
«
Reply #27 on:
October 25, 2011, 07:12:57 PM »
No, it would be unrecoverable by any means, no rebuilt vehicle no free muni ^^.
Logged
Mors Indecepta
Might controls everything, and without strength you cannot protect anything. Let alone yourself...
Killar
Guest
Re: [FINISHED] Danzig (8) Update 1
«
Reply #28 on:
October 25, 2011, 08:27:00 PM »
Way better now:
Fuel: 40
Mun: 60
Sector wise the fighting is pushed to the sides if a player is camping in the middle.
I would "clean" up the map too. Pathfinding is nice on roads but not in between. That leads to mine spamming.
I would also rework the art a bit. Some houses have only the walls left, but the debris and remains of it are gone. Looks too clean and strange somehow. Maybe adding the correct ground texture in the destroyed area?
Dunno if it would lead to lagging though.
«
Last Edit: October 26, 2011, 02:22:59 PM by Killar
»
Logged
GodlikeDennis
Donor
Poster of the Soviet Union
Posts: 4454
Re: [FINISHED] Danzig (8) Update 1
«
Reply #29 on:
October 26, 2011, 06:16:43 AM »
I like that design principle though Killar. It makes it seem like there are several lines of defense that you must push up to. This is a good way to make 4v4s more objective based, which are normally just clusterfucks. If you rearrange things a little, please keep the strategic point lines theme.
Logged
If you get into an argument with me, you're wrong.
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Company of Heroes: Eastern Front
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[FINISHED] Danzig (8) Update 2