(2 - 4) Overgrowth
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Workshop
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Great work!
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love the new changes btw gambit gonna try asap!
edit: easily one of the best custom map ive played as far as atmosphere and gameplay but i played an alpha version so yea.
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I mean, can units go in?
Gonna try it tomorrow!
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Fantastic work as always Gambit.
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I still need to add action markers for smoke/fog/dust effects as well as some other small object detailing.
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Permanently BannedThank you all for the kind words. Akosi, I'll see what i can do with the trees. When I was testing last night there were a couple spots where trees blocked player vision.
I still need to add action markers for smoke/fog/dust effects as well as some other small object detailing.
That was sarcasm, i automatically dislake any map which has village atmosphere, but the maps looks fine but not my style, i was told in another topic i am sick of this kind of maps, because there are so many, just look automatch 1v1 mappool
Posts: 150
That was sarcasm, i automatically dislake any map which has village atmosphere, but the maps looks fine but not my style, i was told in another topic i am sick of this kind of maps, because there are so many, just look automatch 1v1 mappool
Yeah, I saw your post. But the map you posted on is the most barren map I've ever seen I think... This map will be my last "nature", "country-side", "village" map for a while. I will make one that's more urban or industrial next. I can sympathize with your opinion. I happen to really like rural type maps.
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I have made some nice updates here, mostly concerning fine detail and other peripherals.
Some updates:
-Fixed second map entries for both sides. (notice screen shot in OP, how the base territory does not extend to one of the map entries). Both entries now work.
-Added texture detail to the main road arcing through the village. Plus other random texture detail that no-one will ever notice.
-Fixed some ambient effects to be more subtle.
-Finally added a loading screen (1st screen shot following tac map screens in OP).
I still need a map description (seen on loading screen) if anyone wants to help with that, I'm taking suggestions.
Side note: The main bunker is just a normal building as Wifi states. It would not be there if it operated as a mortar bunker or some such.. That would just be a huge variable for balanced play.
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You can check out written tutorials here:
http://www.coh2.org/topic/10409/map-making-tutorial-index
and here for more specific tips:
http://www.coh2.org/topic/13773/worldbuilder-tip-of-the-week-index
Posts: 27
Posts: 150
Updates here:
Updated all screen shots. See OP
-Changed the atmosphere to a gloomy, rainy scene. Let me know what you think.
-Added damaged section of trench, allowing troops to move into the trench without vaulting. This should allow access to weapons teams and greater mobility in the trenched areas.
-Removed concrete trench bunker and replaced it with a new wooden bunker with sandbags. This bunker does not act like a building. http://www.coh2.org/file/4830/screen-shot-v2-4.jpg
-Added a trench entrance between the two hedges near the northern VP.
-Re-modeled the trenches. The trenches looked curvey before. This was not intended. Each stretch of trench is now straight to reflect a more realistic construction.
-Shot/movement/sight blocks added around groves.
-Slightly adjusted start locations.
-Map description added thanks to SabreBadger, thanks man, much appreciated.
-New loading screen coming soon to reflect map changes.
Please let me know what you think. Improvements are ongoing in an attempt to deliver the best maps to you guys.
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Have any suggestions?
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