Vielsalm
23 Jul 2018, 17:58 PM
#21
Posts: 1389 | Subs: 1
Will you update minimap too? It's not match with map anymore.
23 Jul 2018, 19:36 PM
#22
Posts: 2147 | Subs: 2
Will you update minimap too? It's not match with map anymore.
Nice catch! Thanks M8
Center house moved on Minimap. Updated to (8) Rosbone Vielsalm (v6)
23 Jul 2018, 20:23 PM
#23
Posts: 5441 | Subs: 36
Will you update minimap too? It's not match with map anymore.
Thank you!
6 Aug 2018, 05:00 AM
#24
Posts: 2147 | Subs: 2
Final version uploaded for (8) Vielsalm
A few major changes were made and many small ones.
1. The middle VP was in Red Cover so arty splat was placed to give yellow cover.
2. The right industrial area was on a large hill which would allow units to shoot under the walls. Hill was smoothed out and gates were added for eye candy since it was more level now. Truck positions were changed to allow for better flanking on large brick buildings.
3. Mine field area was cleaned up to let large AT guns path thru the barb wire, etc. Sturmpanther suggested moving dead tanks closer to VP so they were moved a little. An MG will not cover the VP from these positions.
4. Territory connections were wrong/imbalanced. North needed multiple connections to its munitions. South had two connections. Balanced so both have two connections to munition.
5. This map had HUGE hills everywhere. Most were smoothed out a lot. This left many floating trees. Spent hours fixing trees. Stroked out and head butted monitor.
6. The left barn was rotated and sight blockers were added/adjusted so it was closer balanced to the south building. A few sight blockers were added to the upper mid area as well, there were none and the south is full of them.
7. Added some cover to new mid building to pretty it up.
A few of the hedge/fence lines were cleaned up. There were places that looked like they may be fenced but were not, shrubs were removed to make it clear no fence was there and it was passable.
The main hedge splat had alternating sight blockers. So sections had sight block, no sight block, sight block, no sight block. Added sight blockers to middle sections so user does not get shot thru what appears to be a sight blocker.
Added a few extra sight blockers by south road where the hill was steep enough to cause serious FOW issues. In the worldbuilder the road could not see the hill but the hill could see the road.
A few major changes were made and many small ones.
1. The middle VP was in Red Cover so arty splat was placed to give yellow cover.
2. The right industrial area was on a large hill which would allow units to shoot under the walls. Hill was smoothed out and gates were added for eye candy since it was more level now. Truck positions were changed to allow for better flanking on large brick buildings.
3. Mine field area was cleaned up to let large AT guns path thru the barb wire, etc. Sturmpanther suggested moving dead tanks closer to VP so they were moved a little. An MG will not cover the VP from these positions.
4. Territory connections were wrong/imbalanced. North needed multiple connections to its munitions. South had two connections. Balanced so both have two connections to munition.
5. This map had HUGE hills everywhere. Most were smoothed out a lot. This left many floating trees. Spent hours fixing trees. Stroked out and head butted monitor.
6. The left barn was rotated and sight blockers were added/adjusted so it was closer balanced to the south building. A few sight blockers were added to the upper mid area as well, there were none and the south is full of them.
7. Added some cover to new mid building to pretty it up.
A few of the hedge/fence lines were cleaned up. There were places that looked like they may be fenced but were not, shrubs were removed to make it clear no fence was there and it was passable.
The main hedge splat had alternating sight blockers. So sections had sight block, no sight block, sight block, no sight block. Added sight blockers to middle sections so user does not get shot thru what appears to be a sight blocker.
Added a few extra sight blockers by south road where the hill was steep enough to cause serious FOW issues. In the worldbuilder the road could not see the hill but the hill could see the road.
9 Aug 2018, 20:22 PM
#25
Posts: 2147 | Subs: 2
Final version posted to steam as (8) Vielsalm
*note house right of middle VP moved to center line of map.
*note house right of middle VP moved to center line of map.
9 Aug 2018, 20:27 PM
#26
Posts: 221
Map available for perusal as:RosboneSalm
Updated for reasons above:
1. Building #1 added for balance.
2. Building #2 changed to barn. Mirrored on North.
3. Barn #3 damaged and un-garrisonable.
4. Old buildings looking over old fuel removed.
5. Fence openings(yellow) changed to allow for better flow.
6. sight blockers (red) adjusted.
FINNALY
9 Aug 2018, 20:34 PM
#27
Posts: 2147 | Subs: 2
FINNALY
Sorry, that version was not accepted for automatch
It is only available on my steam account for custom games.
9 Aug 2018, 20:40 PM
#28
Posts: 221
Sorry, that version was not accepted for automatch
It is only available on my steam account for custom games.
HOPEFULLY
i hope it gets into automatch
22 Sep 2018, 07:31 AM
#29
Posts: 558 | Subs: 1
Also the removing the smines;every faction can get a minesweeper and also there are ways where you can walk for free(yes for that one has to play this map more often or in custom)
Yellow
and what about retreating squads that get fugged over by RNG retreat paths?
22 Sep 2018, 11:18 AM
#30
Posts: 5441 | Subs: 36
and what about retreating squads that get fugged over by RNG retreat paths?
There are no rng retreadt paths. Its full understandable where the units retreat.
But yes to avoid that you have to play 2 left and 2 right side, the smines are gone now.
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