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New Community Map Feedback Thread

21 Jan 2017, 03:01 AM
#101
avatar of Tric
Master Mapmaker Badge

Posts: 1467 | Subs: 4

Ok guys, here is the result. Now we have three passages, decorated with diverse mud and rubble splats, as Tric recommend before. They provide light cover and even slow down vehicles a little bit, so you wan´t be able to rush from one end of the map to the other anymore. I added some new craters and a few bushes too.




I agree with what Francis said as well, maybe drag marks (like crab mine flail / blown up mine field) would work to insinuate that it provides cover along these points? Perhaps even a small height decrease to give it that "was dug up" look, will help solidify it more for the player that does not see this or understand how things work when it comes to textures assigning cover.

Either way looks great, and I'm glad you are still actively working on this.
21 Jan 2017, 13:46 PM
#102
avatar of beagletank

Posts: 37

Well, it´s not exactly a height decrease, but the result should be the same. I even added some additional debris textures for the "was dug up" look. What do you think?





And what about plan B? (visual only)B-)


21 Jan 2017, 15:21 PM
#103
avatar of ZombiFrancis

Posts: 2742

:D

I like Plan B. :megusta:

(Incidentally, sandbags are the only light crush green cover. I like to use them for cover in any pathing sensitive areas. The sand bag 'wall' entities are also vaultable which is nice. Only the sandbag 'piles' are yellow.)
21 Jan 2017, 20:28 PM
#104
avatar of Tric
Master Mapmaker Badge

Posts: 1467 | Subs: 4

Could work, try to set up some testing and we will see. I'll ask around if possible. The problem is that nobody will be able to test it until you rename the map, since its in rotation it will freeze for everyone at 0% dl. SeemsGood
21 Jan 2017, 20:48 PM
#105
avatar of beagletank

Posts: 37

jump backJump back to quoted post21 Jan 2017, 20:28 PMTric
Could work, try to set up some testing and we will see. I'll ask around if possible. The problem is that nobody will be able to test it until you rename the map, since its in rotation it will freeze for everyone at 0% dl. SeemsGood


So I can only test it myself for the moment? Damn you, Relic.
21 Jan 2017, 20:51 PM
#106
avatar of LordRommel
Senior Mapmaker Badge

Posts: 278 | Subs: 1

@Beagle:
That was the reason why i made a "new upload" for my maps to test them ;)
So rename Halbe into Halbe_v2 and everything is fine (beside the fact that Relic wont notice it when they are planing to update the maps ^^).
6 Feb 2017, 21:51 PM
#107
avatar of strafniki

Posts: 558 | Subs: 1

(4)Lisores River
i expected this map to be some camping arty map, but it actually turned out to be a very intense and fun map. ive played 3 games on it and all of them have been good

BUT

the bridge doesnt allow some tanks to cross

P L E A S E F I X FFS
1 Sep 2017, 23:37 PM
#112
avatar of Bravus

Posts: 503

Permanently Banned
All coh2 maps are bad, i like just red ball express. The rest are all made with one good and one bad side.
2 Sep 2017, 08:27 AM
#113
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

jump backJump back to quoted post1 Sep 2017, 23:37 PMBravus
All coh2 maps are bad, i like just red ball express. The rest are all made with one good and one bad side.


So maybe better have a look into the new maps. You have power and influence to change that right now!
Mapcontest

But if you don't care, don't blame in the future about the new 2vs2 maps.
2 Sep 2017, 09:08 AM
#114
avatar of Tric
Master Mapmaker Badge

Posts: 1467 | Subs: 4



So maybe better have a look into the new maps. You have power and influence to change that right now!
Mapcontest

But if you don't care, don't blame in the future about the new 2vs2 maps.


This
2 Sep 2017, 14:41 PM
#115
avatar of ZombiFrancis

Posts: 2742

But if you don't care, don't blame in the future about the new 2vs2 maps.


Oh that'll happen anyway. :D Gotta go in expecting that. ;)

I'm more worried that there won't be anyone left casting blame. :(
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