(2 - 4) Leipzig (Work in progress)
Posts: 138
I've been working on this project for a few weeks now and I couldn't wait to get this one out to the Public.
It's an city map with lots and lots of rubble and debris wherever you look.
As the title says, it's still a work in progress!!
Splats and lots of other things are still to be included.
I've brought it out so buggs and other issues (if found) could be resolved.
Leave your opinion down below or in the thread for buggs/improvements!
Description:
During World War II, Leipzig was repeatedly attacked by British as well as American air raids. The most severe attack was launched by the Royal Air Force in the early hours of December 4, 1943 and claimed more than 1,800 lives. Large parts of the city center were destroyed.
Posts: 357
Posts: 138
and here some more screenshots:
In the distance it looks like the walls stop, that's just because it doesn't load properly when you shift the camera angle
Posts: 1970 | Subs: 5
Awesome.
Posts: 138
Posts: 2181
Posts: 138
Problem is I'm holding on to the standard of 10 (incl 3 VP) points/ 2 fuel points and 2 ammo points don't know it I should divert of that?
Posts: 1970 | Subs: 5
First of all, it looks amazing. You put a lot of effort in and it shows!
There are a few balance concerns. All the critical points are much closer to the south base. The munitions in particular are big offenders, with the south one literally adjacent to the HQ sector while the north one is a very long way away. The victory points are also closer to the south, and even the one furthest to the north requires the north player to walk around a big structure and up some stairs to reach it.
The north base cannot be cut off from its fuel, the south base can.
The north base has easy access to four strategic points, the south base has access to only three. The strategic points need to be laid out a little more symmetrically.
Other than point layout, I LOVE the general feel of engagements. Even in the map's in-progress state, there are lots of buildings, flanking routes, and cover that result in fun combat at all ranges.
Good job! I can't wait to see your updates.
Posts: 138
I played it against a CPU, and here are my thoughts.
First of all, it looks amazing. You put a lot of effort in and it shows!
There are a few balance concerns. All the critical points are much closer to the south base. The munitions in particular are big offenders, with the south one literally adjacent to the HQ sector while the north one is a very long way away. The victory points are also closer to the south, and even the one furthest to the north requires the north player to walk around a big structure and up some stairs to reach it.
The north base cannot be cut off from its fuel, the south base can.
The north base has easy access to four strategic points, the south base has access to only three. The strategic points need to be laid out a little more symmetrically.
Other than point layout, I LOVE the general feel of engagements. Even in the map's in-progress state, there are lots of buildings, flanking routes, and cover that result in fun combat at all ranges.
Good job! I can't wait to see your updates.
I've tried to work out all the points in your comment,
this is how the new tactical layout is presented:
Hope this suits you better! I have changed as much as I can without putting points to close together or make them look out of place.
Posts: 1970 | Subs: 5
Posts: 1970 | Subs: 5
I played with lemon on this map, and it feels too big for 1v1 currently. Engagements are few and far between and losing one is devastating. I think it might be the right size for 2v2 but I'm not sure. Maybe even 3v3.
The north fuel is much easier to cut off than the south one now. In fact, you can't touch the cutoff without getting shot by the base defenses.
There are some weird pathing issues with some of the objects on the map that you can see in the replay.
The large size combined with the incredible density of the buildings gives a pretty big advantage to jaeger light infantry as you can see. I'm not sure how you can address this without significantly changing the map.
The ambient wrecks are salvageable.
There's still a little asymmetry in the point layout I think, but it's hard to say if it's a significant problem or not without more games.
Posts: 1094 | Subs: 20
Posts: 138
I played with lemon on this map, and it feels too big for 1v1 currently. Engagements are few and far between and losing one is devastating. I think it might be the right size for 2v2 but I'm not sure. Maybe even 3v3.
The north fuel is much easier to cut off than the south one now. In fact, you can't touch the cutoff without getting shot by the base defenses.
There are some weird pathing issues with some of the objects on the map that you can see in the replay.
The large size combined with the incredible density of the buildings gives a pretty big advantage to jaeger light infantry as you can see. I'm not sure how you can address this without significantly changing the map.
The ambient wrecks are salvageable.
There's still a little asymmetry in the point layout I think, but it's hard to say if it's a significant problem or not without more games.
Thanks for taking the time to help me fix my map.
I'm working on it when I can and hope to adress al the issues as soon as possible.
This week I'm away with school.. hoping to be able to work more next week!
Posts: 29
Good job!
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