General Information
Register Time: 2 Jan 2013, 21:04 PM
Steam: 76561198015511820
Birthday: 1988-02-15
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: DrunkinGambit
Thank you all for your comments. I've made the changes below:
@Qubix: I moved the munitions point slightly towards the eastern base, making it more centered. This also made it so that there is no cover in the capping area. Instead there is yellow cover on both the east and west sides of the capping area. This should be more balanced now.
@Von Kluge: I changed the title to read "Keine Rückkehr." Thanks for that bit of info.
Other changes:
-Fixed a problem where the western player could call in units from the eastern base. This was an issue with Worldbuilder auto setting the call-in point to "world" instead of "Player 2."
-On the southern and northern most buildings, I added another shot blocker to make these buildings (especially the one near the center VP) less powerful.
-Green cover was added to the center strategic point. Now there is green cover on both sides of the point. Previously one player could cap behind green cover while the other could not.
-Some small texturing details added.
EDIT:
-Small hedges added to the middle area to break up MG arcs of fire. MGs had a wide range of view. These shot blockers should make flanking easier.
-Added water texture and adjusted water color to make it look a bit more realistic.
cant believe you dont see. you need 3 point at left, and 2 point at rightt to total cutoff.
if you dont hold the 1, 2 point as left but the rest of do, cutoffs worth nothing, see?
...sigh...
I hope this image clears it up. The pink areas are null, and have nothing to do with sectors connecting. Akosi, you're problem is that you are not seeing a critical null area.
"3" does not connect to "4".
Quick question: I've published a map, and now that some testing has been done, I want to update it. How do I update my map without deleting the old one? Do I just export package again and all subscribers to my map will get the update?
I'm still not getting it... On the left, the "1" and "2" that you show are the cutt-offs. The "3" next to the base does not connect to anything else except the base and "2" and has nothing to do with cutting off resources. The area that you wrote "or" in is null territory, it connects nothing.
To me it looks like the left side has a few advantages. The only munition point on the map is closer to the left. The cover also favors the left player since he has green cover next to the ammo point and he can access the northern vp without crossing red cover.
Cool, I'll take a look at this and see about tweaking these areas.
unbalance detected, you need to cutoff 3 point at red, and 2 for blue player.
What do you mean? Each side has 1 strat point which has nothing to do with cut-offs, and each side has 2 strat points that serve as cut-offs. The one point near the red base is not connecting anything to the base.
It is early fall; the sun is hanging over this small farm in eastern Europe. An ominous feeling envelops the soldiers as they approach the crossroads of this small farm. Many feel as if they will not return home.
Hello, and thank you for viewing my new 1v1 map. I'm looking for some advice on how to add effects such as smoke rising from a crater, dust blowing off a road, or rolling fog clouds. I can't seem to find this in Worldbuilder. If you know how to add these effects, please share!
Any feedback on map design is encouraged and welcome.
Most arnhem roads have neg cover, just use them and place them under your desired road if those have no neg cover and set the opacity to zero. You can check if a road has neg cover if you activate the "terrain cover" overlay. everything red is neg cover.
Thanks man. I was using the "nm" marked splines, which do not seem to have neg cover. Got it figured out.