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Fields of Winnekendonk

23 Jul 2018, 13:18 PM
#21
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36





2vs2 (and also have to be in 3vs3 then!)

So i checked your map and some things have to be done!

1. Cut one more fence. Brit pak can't move through
https://prnt.sc/k9vq1r

2. Cut here one more fence as well. Its buggy anyway i guess. Because atm the pak moves through a fence lul
https://prnt.sc/k9vqdb

3. Same issue as point 1.
https://prnt.sc/k9vqt3

4. The same.
https://prnt.sc/k9vr17


3vs3 map:

A) Basebunker north is wrong:
https://prnt.sc/k9vtjz

B) Basebunker south is wrong:
https://prnt.sc/k9vtps

C) Have a look again on the spawn buildings and positioning. Atleast for south side the left guy looks strange.

D) Don't forget to use all made changes from the 2vs2 version into the 3vs3 maps!

E) Fix Tacticial and Minimap then.
23 Jul 2018, 18:04 PM
#22
avatar of Siphon X.
Senior Editor Badge

Posts: 1138 | Subs: 2



2vs2 (and also have to be in 3vs3 then!)

So i checked your map and some things have to be done!

1. Cut one more fence. Brit pak can't move through
https://prnt.sc/k9vq1r

2. Cut here one more fence as well. Its buggy anyway i guess. Because atm the pak moves through a fence lul
https://prnt.sc/k9vqdb

3. Same issue as point 1.
https://prnt.sc/k9vqt3

4. The same.
https://prnt.sc/k9vr17


3vs3 map:

A) Basebunker north is wrong:
https://prnt.sc/k9vtjz

B) Basebunker south is wrong:
https://prnt.sc/k9vtps

C) Have a look again on the spawn buildings and positioning. Atleast for south side the left guy looks strange.

D) Don't forget to use all made changes from the 2vs2 version into the 3vs3 maps!

E) Fix Tacticial and Minimap then.


Ok, made the changes to the 2v2 version and updated in the steam workshop.

I also made the changes to the 3v3, but I still have to rearrange the starting area, hopefully I will have time to update that one tomorrow.
24 Jul 2018, 18:15 PM
#23
avatar of Siphon X.
Senior Editor Badge

Posts: 1138 | Subs: 2





Ok, fixed both versions now.

Note that the 3v3 version is a copy of "new" 2v2, so anything on the field should be identical. The "only" changes made are:

  • The playable area is made 5 meters wider W and E and 1m wider north and south; not that I expect this to change how the maps plays as non of the capping circles moved, but it made it somewhat easier to fit in the additional starting positions without have irregularly shaped boundaries. Minimap adjusted for this change.
  • Obviously the starting area changed. Apparent from adding the actual bases, this also meant to move two grooves outwards to make some space, including a touch up on the visuals around there.

    I tested the uploaded version with 3 USF vs. 3 USF bases and while the base area seems a bit cramped, I actually managed to get a Jagdtiger to all relevant places (in particular to the vehicle spawn points, which seem to be easily accessible, although that required this funny whide gap between the two outer start points and the third one.).


24 Jul 2018, 18:39 PM
#24
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36



Ok, fixed both versions now.

Note that the 3v3 version is a copy of "new" 2v2, so anything on the field should be identical. The "only" changes made are:

  • The playable area is made 5 meters wider W and E and 1m wider north and south; not that I expect this to change how the maps plays as non of the capping circles moved, but it made it somewhat easier to fit in the additional starting positions without have irregularly shaped boundaries. Minimap adjusted for this change.
  • Obviously the starting area changed. Apparent from adding the actual bases, this also meant to move two grooves outwards to make some space, including a touch up on the visuals around there.

    I tested the uploaded version with 3 USF vs. 3 USF bases and while the base area seems a bit cramped, I actually managed to get a Jagdtiger to all relevant places (in particular to the vehicle spawn points, which seem to be easily accessible, although that required this funny whide gap between the two outer start points and the third one.).



:thumb:
9 Aug 2018, 13:54 PM
#25
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36





2vs2 is fine!

BUT
3vs3 has 1-2 problems

A) Do you think 2 spawn will be enough for 3 players? When you add more, take care, because left side is less place in the base.
If its not really working we have to go with 2 spawns.


B) Fix the bunkerproblem in 3vs3 pls.

1. https://prnt.sc/kgn832
2. https://prnt.sc/kgnbje

3. https://prnt.sc/kgn8kv
4.https://prnt.sc/kgnb8i

So as you can see it does no matter if its 6 time usa or mixed, about the bunkers.
Deathline is this friday.
9 Aug 2018, 19:22 PM
#26
avatar of Siphon X.
Senior Editor Badge

Posts: 1138 | Subs: 2

Not sure why the 2 spawns should be a problem, as you mentioned it would be hard to squeeze in a path to a potential third spawn...

Either way, as I wrote, I'm on vacation this week, so unfortunately I won't be able to fix any of this (unless relic releases an android version of the WB), sorry.

Maybe you can get somebody to apply the changes you'd like to see?
9 Aug 2018, 19:24 PM
#27
avatar of Siphon X.
Senior Editor Badge

Posts: 1138 | Subs: 2



...forgot to Quote...
9 Aug 2018, 19:53 PM
#28
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

Not sure why the 2 spawns should be a problem, as you mentioned it would be hard to squeeze in a path to a potential third spawn...

Either way, as I wrote, I'm on vacation this week, so unfortunately I won't be able to fix any of this (unless relic releases an android version of the WB), sorry.

Maybe you can get somebody to apply the changes you'd like to see?


SO next week you are back? I mean relic can't check all maps in 1 day so i guess it should be fine next week.

Edit:
maybe mono has time tomorrow.
9 Aug 2018, 20:29 PM
#29
avatar of LordRommel
Senior Mapmaker Badge

Posts: 278 | Subs: 1

Basing on Sturmpanther's request i have checked the map for the bunker fix.
But when i checked the map i found a territory error and a general problem.

First of all a screenshot to highlight my problem:


First of all the northern territory is wrong and had to be fixed because the AI wont build outside the base territory.
Second i have concerns that the building AI of a 3 times soviet/ostheer HQ setup will work. Back in the past the mappers had worked with a 4x 32m grid for a solide 1 player spawn. Here we have 9x 32m grids. I think that there is a good chance that a 3 times soviet/ostheer ai wont build all of their buildings because they wont use the hole space.
Those problem should be tested before the 3on3 map should go live.
10 Aug 2018, 07:43 AM
#30
avatar of Siphon X.
Senior Editor Badge

Posts: 1138 | Subs: 2



SO next week you are back? I mean relic can't check all maps in 1 day so i guess it should be fine next week.

Edit:
maybe mono has time tomorrow.


No, I'm back on the 20th.

Well, if the map turns out to be problematic for 3v3, so be it...
10 Aug 2018, 08:12 AM
#31
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36



No, I'm back on the 20th.

Well, if the map turns out to be problematic for 3v3, so be it...


Let's have a look what mono can do first :)
20 Aug 2018, 19:23 PM
#32
avatar of MonolithicBacon
Developer Relic Badge

Posts: 952 | Subs: 3

Apologies for the delay!

Here's the .sga of the updated version if you want to test it.

http://www.mediafire.com/file/6gw7l7i7uc0t3bk/6p_fields_of_winnekendonk.sga/file
20 Aug 2018, 21:23 PM
#33
avatar of Rosbone

Posts: 2143 | Subs: 2

Here's the .sga of the updated version if you want to test it.


Since everyone is very busy I thought I may help out (partly because I cant wait to play this as a 3v3). Sorry for the very late ideas.

THOUGHTS:
A. Also this map will be CLOSE THE POCKET heaven with the heavy cutoffs.
B. Should the VP territory go behind sight blockers for USF lockdown?

1. The base MG coverage could be better. There are blind spots in a few locations.



2. The green cover in the north does not match the south. North truck is in MG range. South it is not. In is probably better?


3. The large north base grove should be removed. Maybe make a hedgerow/small tree hand made grove? This would also give more room for the base area and possibly more MG bunkers.


4. There are small bundle stick piles that for some unknown reason Relic chose to give RED cover. Please delete any you find. Middle west road area and right fuel area have some.


5. Since some one-click win items can sometimes attack into the base area can we make the base areas much larger. Please with sprinkles :)

21 Aug 2018, 01:48 AM
#34
avatar of Tric
Master Mapmaker Badge

Posts: 1467 | Subs: 4

jump backJump back to quoted post20 Aug 2018, 21:23 PMRosbone


Since everyone is very busy I thought I may help out (partly because I cant wait to play this as a 3v3). Sorry for the very late ideas.

THOUGHTS:
A. Also this map will be CLOSE THE POCKET heaven with the heavy cutoffs.
B. Should the VP territory go behind sight blockers for USF lockdown?

1. The base MG coverage could be better. There are blind spots in a few locations.



2. The green cover in the north does not match the south. North truck is in MG range. South it is not. In is probably better?


3. The large north base grove should be removed. Maybe make a hedgerow/small tree hand made grove? This would also give more room for the base area and possibly more MG bunkers.


4. There are small bundle stick piles that for some unknown reason Relic chose to give RED cover. Please delete any you find. Middle west road area and right fuel area have some.


5. Since some one-click win items can sometimes attack into the base area can we make the base areas much larger. Please with sprinkles :)



I use those sticks in question all the time, they should not give red cover, it is most likely the road spline bleeding over into the placement of the object not actually being where it shows. I could also be the fact that there is no cover anywhere near it and it will show as negative cover when you have no cover in the vicinity.
21 Aug 2018, 04:33 AM
#35
avatar of Rosbone

Posts: 2143 | Subs: 2

jump backJump back to quoted post21 Aug 2018, 01:48 AMTric
I use those sticks in question all the time, they should not give red cover, it is most likely the road spline bleeding over into the placement of the object not actually being where it shows. I could also be the fact that there is no cover anywhere near it and it will show as negative cover when you have no cover in the vicinity.

BRANCH_PILE_03
I am noob, and found them when I fixed up Redball Express. I moved the south shed and truck around and these sticks were left over. Go near them and your units show RED cover. Bizarre. I spent 20 minutes chasing down some texture that would cause it. Nothing worked. Removed the sticks. Red cover gone.

Then my skull exploded into a glorious pink mist fountain. And children came to dance and play in the shower, for it was hot in the summer of 2018.
- Mr Throbe


I think people tend to stack them on or near other cover objects and the other cover overrides theirs.


Just did a quick test to be sure. Another mess of grey matter on my keyboard.


The bundles on the right fuel are less of a problem because it is surrounded by stumps. As you walk thru, the model cover toggles Yellow, Red, Yellow..
21 Aug 2018, 12:33 PM
#36
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36



No, I'm back on the 20th.

Well, if the map turns out to be problematic for 3v3, so be it...


Apologies for the delay!

Here's the .sga of the updated version if you want to test it.

http://www.mediafire.com/file/6gw7l7i7uc0t3bk/6p_fields_of_winnekendonk.sga/file

Hello from Italy and thx mono so far.
Siphox you are back?
Ignore point A from rosebone
Point B a re-check would be good, if there is an easy solution

About point 1-5 I am fine with all, when you can make them (Siphox). This week is still time, because time plan changed on relic side.
And the changes should be for now 3vs3 and 2vs2 in some case of course
21 Aug 2018, 12:42 PM
#37
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

jump backJump back to quoted post20 Aug 2018, 21:23 PMRosbone


Since everyone is very busy I thought I may help out (partly because I cant wait to play this as a 3v3). Sorry for the very late ideas.



Hey iam looking forward as well for the 3vs3 version of this map. Thx for the Screenshots.,since I have no PC in vacation
21 Aug 2018, 15:41 PM
#38
avatar of Siphon X.
Senior Editor Badge

Posts: 1138 | Subs: 2




Hello from Italy and thx mono so far.
Siphox you are back?



lol, I'm in Italy today as well (work related, though).

Yes, got back on Sunday, but I thought everything went down and is over already (thanks Mono) I should be able to find time to check this this evening.

Cheers!
21 Aug 2018, 15:46 PM
#39
avatar of Siphon X.
Senior Editor Badge

Posts: 1138 | Subs: 2

jump backJump back to quoted post20 Aug 2018, 21:23 PMRosbone


THOUGHTS:

B. Should the VP territory go behind sight blockers for USF lockdown?




Not sure what you mean with B.
21 Aug 2018, 16:01 PM
#40
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36



Not sure what you mean with B.

I think he talks about major from USA and I guess vet 3. That you can lock down a sector,so enemy can't cap it anymore until the major is away. So when the area of a vp or strategy point is so large and there are los blockers, you can abuse this ability.
Yeah it was not planned to have more time. Tho this means the patch will be delayed
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