Company of Heroes: Eastern Front

Author Topic: Kursk (4)  (Read 8236 times)

Offline Regis91

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Kursk (4)
« on: July 14, 2009, 02:10:53 PM »


I like to introduce my version of the Battle of Kursk!
Summer 1943 Operation Citadel begun, it was one of the most famous battles of the whole war.
So pictures say more than words:

 
 
   
 

Add: Some new pictures
« Last Edit: August 11, 2009, 04:59:41 PM by Regis91 »

Offline luz777

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Re: Battle of Kursk - 2 Players
« Reply #1 on: July 14, 2009, 02:30:30 PM »
Looking good, are you making some sort of trench system?

Interested to see how this will turn out  :)

Offline Regis91

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Re: Battle of Kursk - 2 Players
« Reply #2 on: July 14, 2009, 02:53:07 PM »
There will be some smaller trenches like on the pictures but the mainpart of the map is just fields

Changend into 4 players
« Last Edit: July 14, 2009, 04:40:31 PM by Regis91 »

Offline Walentin 'Walki' L.

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Re: Battle of Kursk - 4 Players
« Reply #3 on: July 16, 2009, 02:14:24 PM »
1.The bunker on the first picture is indestructible. I think the model ebps>enviroment>art_ambient>objects>defenses>concrete>bunker01_02_point_du_hoc
is better because it can be destroyed.
2.I think you should place more splates.
3.Also you should use some more trees like ebps>enviroment>art_nature>trees_s>generic_01-07

P.S. I´m a public and not a developer so i only want to give you some tips.
I identify as a four-eyed bird man. /s

Offline Regis91

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Re: Battle of Kursk - 4 Players
« Reply #4 on: July 17, 2009, 11:55:18 AM »
Thx for comment, this screens aren't final, so i fixed a lot of stuff since they were shot.
1. When this bunker is destroyed it is not possible to go into, but it is still there.
2. There will be a lot of splats, but on this screens it is not so easy to see.
3. If you watch pictures of operation citadell you will see there weren't many trees around Kursk. Only wheat and nothing else ;)

Offline HappyBrit

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Re: Battle of Kursk - 4 Players
« Reply #5 on: July 19, 2009, 10:54:01 AM »
So the battlefield has trenches at either end near the starting points for both sides & a field in the middle?

Offline Regis91

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Re: Battle of Kursk - 4 Players
« Reply #6 on: July 19, 2009, 01:11:01 PM »
Looks like this, sektors aren't final on this picture.

Offline HappyBrit

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Re: Battle of Kursk - 4 Players
« Reply #7 on: July 19, 2009, 08:42:22 PM »
Thank you my good man, great work mate

Offline Regis91

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Re: Kursk (4)
« Reply #8 on: August 11, 2009, 05:00:20 PM »
Update 1st post!

Offline Mystic-Car

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Re: Kursk (4)
« Reply #9 on: August 12, 2009, 01:08:51 PM »
Is this Version, which you send me yesterday?
Or shoudl i update it?


Mystic

Offline Halftrack

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Re: Kursk (4)
« Reply #10 on: August 12, 2009, 04:24:32 PM »
some general statements:

Played the map yesterday...the wall behind the the HQ 1 is a nuisance. Engineers have to bypass it to build there, which takes ages. please remove it or place holes in the wall.

Except of this, the layout of the map is quite good, but the overall terrain looks a little boring, imho.

Even though the Kursk area is quite flat, that doesnt necessarily mean, that theres nothing. use more
splats and grass types, to make the landscape more appealing. Use differenet kinds of trees,
this is no koniphere area.

Place munitions and defenses in and around the trenches, tell the story of the map.

its not enough to place roads ,some trees and wheat and you are good.


Generallly: I like the layouts of your maps, carpathia looks nice too, but you should work longer at them and
pay more attention to nature and details. look for reference photos and try to build that. small bushes, variaus grasses,
some scrubs near the trees make it look much more interesting. There are some good maps which show how to do that,
like Sphinx and Henrys maps. Try out different atmosphere settings to make it less dull.

Us the stamping tool. Got the tip from Henry, he has whole libaries of stamps with small setups he once made
and the uses in his maps. So once archived, so can have an interesting small tree are within seconds. need another one ?
stamp,again rotate and there you are.


here some examples, battefield of Prokhorovka




the nicer and more alive your map looks, the more people will play it. And thats the purpose for everyone who maps, right ? ;)

Post Merge: August 12, 2009, 08:55:08 AM
« Last Edit: August 12, 2009, 04:56:43 PM by Halftrack »

Offline Regis91

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Re: Kursk (4)
« Reply #11 on: August 12, 2009, 08:53:22 PM »
Thanks for your replay :)
I took old pictures for my map and maybe this is my fold, there are only big fat fields and some smaller pine forests... But it isn't final.
I'm working allways on more than one map ;)

Stemp is broken for me. So i can't stemp... Bloody hell I hate that.

Edit: I take your photos for some updates ;) When your are online on Xfire i will sent it to you
« Last Edit: August 12, 2009, 11:05:44 PM by Regis91 »

Killar

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Re: Kursk (4)
« Reply #12 on: June 14, 2011, 06:38:37 PM »
couple of things to change:

- the wire that begins at the middle trench system in direction of the house can be removed

- some minor things in the base should be removed too like the car, the barrels and the tree. You cant build there (heavy cover) and finding a new place takes time and is annyoing

- When you walk from the base next to the street along the trench system to the middle units get stuck and are moving forth and back. Happens everytime.

Offline Dzierzan

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Re: Kursk (4)
« Reply #13 on: June 14, 2011, 07:07:39 PM »
eee Killar, this topic have 1 year, and i think that this map is dead, i mean project is dead. This topic should close.

Offline Max 'DonXavi' von B.

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Re: Kursk (4)
« Reply #14 on: June 14, 2011, 07:15:51 PM »
It's actually included and so there is no point why it shouldn't be improved.

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