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(2) Angoville Orchards

10 Jan 2015, 13:28 PM
#1
avatar of IronMedic

Posts: 318





(2 - 4) Angoville Orchards



An Angoville Farms remake, current version is 0.8

The small farming community of Angoville has the potential to be the staging ground of a short but bloody battle. Open fields in the west would allow the swift movement of large squadrons unhindered by the terrain. Medics pray that the shelter found on the eastern end would be enough to hold off the Axis Offensive that would surely prove fatal to the wounded too weak for transportation. The farmhouses to the east have been long abandoned, farmers fearing the impending conflict.

Changelog:


By: TheIronMedic
12 Jan 2015, 14:35 PM
#2
avatar of IronMedic

Posts: 318

Angoville Orchards v0.6 uploaded.
- renamed to "(2 - 4) Angoville Orchards"
- redesigned minimap and layout slightly.
- added 2v2 option.
- some eyecandy.
13 Jan 2015, 20:24 PM
#3
avatar of gunther09
Donator 22

Posts: 538

good to see, will try!
13 Jan 2015, 21:50 PM
#4
avatar of Budwise
Admin Red  Badge
Donator 11

Posts: 2075 | Subs: 2

Nice. I miss ango...
14 Jan 2015, 20:43 PM
#5
avatar of IronMedic

Posts: 318

Nice to hear, and as always feedback is always appreciated. :)
14 Jan 2015, 20:51 PM
#6
avatar of Budwise
Admin Red  Badge
Donator 11

Posts: 2075 | Subs: 2

I played this a few versions back (im guessing same map but it was a year ago probably) where it had some issues with spacing of the hedges and buildings and vehicles but I assume those have been fixed so I'll play it again soon.
14 Jan 2015, 21:03 PM
#7
avatar of IronMedic

Posts: 318

jump backJump back to quoted post14 Jan 2015, 20:51 PMBudwise
I played this a few versions back (im guessing same map but it was a year ago probably) where it had some issues with spacing of the hedges and buildings and vehicles but I assume those have been fixed so I'll play it again soon.

Nope that's not one of mine, started this map-project around this new-year.
15 Jan 2015, 06:14 AM
#8
avatar of voyager

Posts: 70

Nice! My favorite vCoh map.
15 Jan 2015, 07:58 AM
#9
avatar of voyager

Posts: 70



There is a blind spot right here.
16 Jan 2015, 20:43 PM
#10
avatar of CasTroy

Posts: 559

Great Revival!

I noticed that you can cap the left Fuel from inside the house, was that intended?
16 Jan 2015, 21:17 PM
#11
avatar of IronMedic

Posts: 318

jump backJump back to quoted post16 Jan 2015, 20:43 PMCasTroy

I noticed that you can cap the left Fuel from inside the house, was that intended?

Nope was not intended and has just bean fixed.
jump backJump back to quoted post15 Jan 2015, 07:58 AMvoyager

There is a blind spot right here.

The issue is that majority of hedges has a lager los-hitbox then inpass-hitbox which can cause this blind spot when you end up inside the los-hitbox, the best thing i can do is to change the type of hedge, and I've done just that.

Updated the map today, going to write the change log tomorrow and possibly add some new screenshots
17 Jan 2015, 05:50 AM
#12
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

just one thing. the tac map looks really small because coh2 tac map shows all of the map even the parts where you can't command on. is there a way to 'fix' that?
17 Jan 2015, 07:18 AM
#13
avatar of Mirage357

Posts: 341

Yeah, tac maps can be changed with a little cut and resizing using any kinda Imaging program. I use Paint.NET cause it's free and does what I need it to do. Lets you include as much of the soft map edge as you want to.
19 Jan 2015, 22:26 PM
#14
avatar of IronMedic

Posts: 318

Angoville Orchards v0.7 uploaded.
- fine-tuned various terrain features.
- added more 3D-grass.
- added flora along the ditches.
- fixed a issue whit one of the fulepoints.
- Trailer.
2 Mar 2015, 13:52 PM
#15
avatar of IronMedic

Posts: 318

Angoville Orchards v0.8 uploaded.
- fine-tuned various terrain features.
- added more 3D-grass.
- reduced the amount of trees in the orchards by ~25-40%.
- added "props" in the surrounding area of some points.
- texture adjustments.

New previews in next version.
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