Arnhem is one of the least vetoed for a few reasons. It’s an old map (the evil you know). It has no snow (I swear 90% of the community is playing on a communal toaster). It is a absuable. |
Yes mate, and for the record I am aware that you and RickieRifle both have maps that could equally have been featured.
Apologies that they weren't added, I had to be a bit careful finding the balance between map cup and full fledged 1v1 tourney etc.
Rickies map needs the testing more IMO. Orangepest had his tested quite a bit in SMC, unless there was one he made himself that I didn't see. I'll have to check out the VOD to see how these maps played out. Thanks for featuring some maps in this. |
Ploiet is probably my least favourite map. It feels a bit stretched, with the middle more or less as a container and then the sides quite far away, resulting in long retreat path. The buildings are too bulky and meaningless, offering little strategic options and windows to shoot out of. The base MGs cover and important flaking route in the middle (towards the bush). I am not a fan of VPs acting as cutoffs. The important fuel and munition points could also be moved a bit more towards the center, as they are so far to the edge of the map, stretching 1v1 engagements quite thin. By opening up that corridor behind the buildings and moving the resources point a bit closer to the center aswell as adjusting the VPs to not act as cutoffs this could improve the map.
Not sure how much you have played Ploiesti, please take a look https://www.youtube.com/watch?v=MJFm4vMdHNc
Either you linked the wrong video (feb is the date), or I'm not getting it. Regardless of what is talked about in the video, that entire paragraph is about them playing your map and providing feedback.
Also this:
For the love of fucking do not under any circumstance let this garbage map known as polesti go into automatch *or* the fucking finals, it is beyond garbge. It's for one way to small and the fundamentals are so warped that fixing one issue causes another thirty, you get rid of the hedge and now schwer will cover everything, you don't and now if you fuck up agaisnt a really good player he can hide a shock squad near the hedge. It has no flow, the dynamics just force dumb cheese. Maybe im biased but it flows awkardly the map isnt fun to play on for me and never has.
But maybe thats just a light salting.
Pretty much every person i've done scrims or played tournaments with or even talked to barring one person has called it stupid and shit.
(For the record it has some nice ideas but they end up being buggy or simply not really workable such as the buildings which are buggy as all hell with the pathing and the cut off vps which makes the map flow really weirdly)
+1
It's also very center focused with how the base exits are designed and with how open the center is, which tends to lead to MG spam. Also, my units often either don't walk to the closest door of a garrison or the pathing freaks out and the order gets cancelled.
I'm just confused as to what saying "check out this video that's 2 months old" has to do with their feedback on the version they played a few days ago is. |
Not sure how much you have played Ploiesti, please take a look https://www.youtube.com/watch?v=MJFm4vMdHNc
Did...did you even read his post? |
Its not meant to be played yet tho and I wont opinion of someone who knows his way around WB
I won't look at it until its on the workshop. You can always remove it from the workshop after the fact. GL |
Upload it to the steam workshop |
hi,
if i dont want to use OBS streaming , but only show it in game when i play. What software should i use to overlay it ?
Any software that can capture it and that has chromakey will work. SLOBS, XS(hit)plit or whatever else. |
Yes, there are seven TPs on General Mud versus the normal five.
Is that due to not having enough cover objects? Do you think it needs more yellow cover bushes, etc?
How about that balance on Ladoga Karelia? Almost perfect
And yet its like bottom 2 of the maps. Probably cause people can't play with snow cause their computer keeps over cooking their bread. |
All fuel barrels, with wooden platforms underneath never disappear. Even when destroyed. Is what they are trying to say.
Only the rusted ones, and the ones without the wooden platform do not persists throughout the game.
There are plenty of objects like this.
Just like accoutrements (the artillery shells) actually deal damage when they explode. |
I am still testing but so far:
1) I took the live map files, did not change anything, did not press SAVE, and recompiled it. Got the UI bug.
2) If I change the scenario name and then recompile, I do not get any UI bugs.
3) Changed the scenario name back to original ID string and recompiled. No UI bugs.
I need to test the LIVE compile files vs unchanged files.
LIVE files renamed and compiled creates four major file differences:
- SCENARIOMARKER
- SBG
- _LAO.DDS
- _TDM.DDS
I used HxD HEX EDITOR to compare files at the byte level. The differences were large.
So saving the files in the worldbuilder seems to fix what ever errors exist in those four files.
No SCAR code changes were found. And as we have seen in Lienne Forest, the SCAR code was not changed but the bug was introduced. So it looks like the binary map files are getting bugged at some point.
More testing to come...
I did this the multiple times I have sent, they always end up re-bugged, after the upload from Relic.
I have renamed the map, renamed the save, ect;
Bug always comes back. I'm wondering if each recompile completely changes them? And there is a range that is causing the issues in game? |