(2) Novgorod Outskirts
19 Jul 2018, 05:04 AM
#1
Posts: 2145 | Subs: 2
(2) Novgorod Outskirts
Here is a little gem left over from Trics 1v1 2016 Map contest that I never entered. A small snowy area ready for some aggressive action. Give it a try and let me know what you think.
Here is a little gem left over from Trics 1v1 2016 Map contest that I never entered. A small snowy area ready for some aggressive action. Give it a try and let me know what you think.
19 Jul 2018, 23:09 PM
#2
Posts: 416 | Subs: 1
I like it! The points on the main road make for good cutoffs. I also like the aesthetic asymmetry.
I think some stronger/more cover could make infantry combat a bit more engaging, though that might mess with the aggressive aim of the map.
I think some stronger/more cover could make infantry combat a bit more engaging, though that might mess with the aggressive aim of the map.
17 Aug 2018, 04:48 AM
#3
Posts: 2145 | Subs: 2
Update to (2) Novgorod Outskirts
1. Updated minimap.
2. Fires and ColdTech option added.
EDIT UPDATED:
1. Updated minimap.
2. Fires and ColdTech option added.
EDIT UPDATED:
9 Sep 2018, 18:58 PM
#4
11 Sep 2018, 22:06 PM
#5
20 Feb 2019, 05:15 AM
#6
Posts: 2145 | Subs: 2
Matches played on King of The Hill Season III so far...
Shout out to all involved with KOTH! Please support their efforts!
Shout out to all involved with KOTH! Please support their efforts!
14 Mar 2019, 23:06 PM
#7
Posts: 2145 | Subs: 2
NOVGORAD OUTSKIRTS UPDATE for KOTH
File Version: 5.0
1. Church Added for AE.
2. Middle Crossing Side roads changed to RED cover and speed bonus.
3. Pathing adjusted in ditch areas.
4. A few large hedges changed from HEAVY crush to MEDIUM crush.
Funny note: The OST AI loves this map. They take middle VP first then make a bunker pointed at my cutoff. Those sneaky little bastards.
File Version: 5.0
1. Church Added for AE.
2. Middle Crossing Side roads changed to RED cover and speed bonus.
3. Pathing adjusted in ditch areas.
4. A few large hedges changed from HEAVY crush to MEDIUM crush.
Funny note: The OST AI loves this map. They take middle VP first then make a bunker pointed at my cutoff. Those sneaky little bastards.
17 Apr 2019, 05:02 AM
#8
Posts: 2145 | Subs: 2
KING OF THE HILL
Episode 6 Game 3
Ed80Hertz has asked me to change the name to Angoville Winter
Season 3 Finale Game 5
Episode 6 Game 3
Ed80Hertz has asked me to change the name to Angoville Winter
Season 3 Finale Game 5
13 May 2019, 00:18 AM
#9
Posts: 2145 | Subs: 2
NOVGOROD OUTSKIRTS UPDATE
File Version: 7.0
STEAM LINK
Special thanks to ShadowLink for additional test games.
1. Actual snow painted on map surfaces for unit footprints, vehicle tracks, etc.
2. Center church rotated away from North cutoff.
3. West and East cutoff houses destroyed.
4. Sight blocks around the destroyed house moved around to create more seperation between North/South areas.
File Version: 7.0
STEAM LINK
Special thanks to ShadowLink for additional test games.
1. Actual snow painted on map surfaces for unit footprints, vehicle tracks, etc.
2. Center church rotated away from North cutoff.
3. West and East cutoff houses destroyed.
4. Sight blocks around the destroyed house moved around to create more seperation between North/South areas.
15 Nov 2019, 19:51 PM
#10
Posts: 416 | Subs: 1
Hey- I played a couple games on the map yesterday after you asked for feedback. Love the atmosphere.
The red cover road splitting the map in half might be too tough to cross. Maybe there could be a small section of damaged road on each side that's only neutral cover? Somewhere near the forks in the road.
That way, there are safe places to cross, but your opponent knows exactly where those are and can set up ambushes/mines accordingly.
Of course, that might not be necessary because the front line is so wide.
I hope my amateur feedback is of some use!
The red cover road splitting the map in half might be too tough to cross. Maybe there could be a small section of damaged road on each side that's only neutral cover? Somewhere near the forks in the road.
That way, there are safe places to cross, but your opponent knows exactly where those are and can set up ambushes/mines accordingly.
Of course, that might not be necessary because the front line is so wide.
I hope my amateur feedback is of some use!
16 Nov 2019, 05:11 AM
#11
Posts: 2145 | Subs: 2
Thanks for the feedback Ghost!
Red cover is a problem child:
- Too much angers players.
- Red cover towards your base = wiped squads on retreat.
- If you have too many areas that are not red cover on your roads, vehicles will speed up and slow down randomly.
- Visually it makes no sense that you take more damage on the road but not standing right next to the road out of cover. It would have been better implemented if you could paint cover yourself.
We added cover on the center VP and the entrance from North into the church area. Maybe a couple spots by the cutoffs might be good as well^^
Red cover is a problem child:
- Too much angers players.
- Red cover towards your base = wiped squads on retreat.
- If you have too many areas that are not red cover on your roads, vehicles will speed up and slow down randomly.
- Visually it makes no sense that you take more damage on the road but not standing right next to the road out of cover. It would have been better implemented if you could paint cover yourself.
We added cover on the center VP and the entrance from North into the church area. Maybe a couple spots by the cutoffs might be good as well^^
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