2p_Working_Title
Posts: 160 | Subs: 3
As some may be aware - I have a map work in progress which I've been livestreaming of. Well, I now have a first pass ready for testing and feedback.
And feedback I need.
The map looks like ass, I don't art maps until it's tuned - so be prepared for crappy visuals. Anyway, send me PMs with feedback if you have the chance to try it.
Current TacMap (v3)
Updated 02/11/2013 - v3
- Yet another territory layout change
- Few minor object placement changes/tweaks
Updated 02/10/2013 - v2
- Culled out some buildings in the town, including swapping a few out for different ones
- The Monastery on the left VP has been removed and replaced with an open field with little cover
- Several roads have been replaced with versions that do not generate negative cover
- Moved some resources about slightly.
- The Fuel points outside the bases have been swapped to medium
- Fuel points on right side of map are now strategic points to maining +15 fuel
- Added some fields in mainly to break up the constant barrage of yellow grass everywhere
Updated 02/09/2013 - v1
- Re-built map on a smaller scale (288x288 as opposed to 352x352)
- New territory layout - this should feature more cutoffs.
- 3 fuel (3x Low)
- 3 munitions (2x High, 1x Med)
- 2 Manpower
- Several areas re-built.
CURRENT VERSION: V3
http://www.mediafire.com/download.php?vtqsne5zq38j35k
V2
http://www.mediafire.com/?d4zpry1uzqkzo
V1:
http://www.mediafire.com/download.php?7xgbrufvhx69e6d
Stream:
www.twitch.tv/tribalbob41
Posts: 522
Map looks ok, way too big though for a 1v1 map. Maybe you can make it a 2v2 map? Otherwise compress it a little.
The fuel placement is less than stellar to me. Put the fuels on the wings to encourage people to work the whole map. Strat point placement is also a little weird, Change it around to encourage more cutoff action. You might also need to get rid of some strat points, at least 2 of them.
I think you can also add a few more hedges for chokepoints and define where you would like to see players camp their territory.
Also can you upload a tacmap version of your map? It's hard to see the resource layout on the stream.
That's it from me atm. Good luck with your map.
Posts: 1164
08:14:59.83 GameObj::OnFatalScarError: [string "DATA:scenarios\mp\2p_working_title\2p_working_title_ID.scar"]:8: malformed number near '12azors_shack'
dude, srsly, wtf? :-P
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Posts: 160 | Subs: 3
The left-most VP area might be sort of... balls.
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Some feedbackz:
- Too many buildings in the town ; That provided a few issues -> 1: It's a nightmare to setup there as wehr. The buildings are blocking nearly all the LoS for the MG42's. 2: It promotes campy play (I'm gonna sit in this building, and your opponent takes the building on the other side of the road)
- The roads in town ; Because of all the buildings, you're forced quite alot to charge in over the red cover roads. I don't have to explain the hurt in MP loss that results in..
- Lack of a +10 fuel somewhere ; We both had issues with getting up T2 in decent time. There just wasn't enough fuel to hold.
Btw, keep on streaming this kind of stuff. Checked the VoD's of you making this map, was interesting to see.
Right, the VoD's (ignore the tunez, I just like to play with music on )
G1:
G2:
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Posts: 37
Saint Perrie (San Pair-ree)
Toulais (chew-lay)
Requains-Mar (ree-kwain)
Julletan (Joo-lay-torn)
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- The resource balance seems to be a bit off. It has turned out that having fuel/munitions balance of 1/2 is the best. Some factions are more heavy on munitions (wehrmacht) and others rely more on teching (US). With 1/2 balance it seems to play out best. You currently have 30fuel/82munitions, which will most likely lead to a rather slow tech...
On the other hand the +10fuel is directly connected to the base, like on Semois. It may play out, but i would have a close look.
- I am not a big fan of the strat point layout on the right side in V2. Having a strat point in the corners of a map doesnt really serve any purpose. You don't cut off or connect anything with them...
At the same time you make the map left hand side heavy, cause the only thing that attracts to harass the right is the VP, but if you concentrate on that side you're low on resources...
Maybe swap one of the SPs with one of the +5 fuels from the left?!
- The placement of the two middle +16 munitions points seems to favour the north base. the left one seems to be in the middle, while the right one is much closer to the north even with a chunk of forrest to separate it from the south.
- Not sure what to think of the most northern +10 munitions sector. Its very large, but the resource point is on the very right edge of the sector. It looks a bit odd. Might be just my oppinion though.
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Posts: 50
Posts: 1560 | Subs: 1
GeneralHell how come I can't see those two games!?!?/
Not sure, twitch is just weird lately..
Here are the direct links:
G1: http://www.twitch.tv/generalhell/c/1914890
G2: http://www.twitch.tv/generalhell/c/1914931
Posts: 1295 | Subs: 1
- I am not a big fan of the strat point layout on the right side in V2. Having a strat point in the corners of a map doesnt really serve any purpose. You don't cut off or connect anything with them...
At the same time you make the map left hand side heavy, cause the only thing that attracts to harass the right is the VP, but if you concentrate on that side you're low on resources...
Maybe swap one of the SPs with one of the +5 fuels from the left?!
agreed with this one
Posts: 522
Posts: 2807 | Subs: 6
And fix those green barrels
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