very nice looking. will try it later. Can you post a screen of the tac map? |
Love the map man. Keep it up. I think it plays well 1v1. I still think the small farm areas need some visual attention, not sure what you should do about it. Not that it's even a big deal, but its the only part of the map that doesn't blend perfectly. I really have no gripes other than that. |
you can always use the stamp tool to stamp your map onto a bigger terrain to fix the problem |
yo. use the tool thats just right of the TER tool, the icon looks like a dotted line square thing. set the value to 50 and paint a 32m edge around your map. This 32m wide border will be the your true map boundary. The only units that will go there will be units that are initially entering the map.
I see you have the boundary drawn out using the dotted line marker spline, now just use the actual tool to mark it up. |
Dope. Really nice detail |
Oh, thank you! I couldn't find the command to get rid of the "Game paused" messages. Thanks a bunch |
Make sure all VPS have territory sectors and a capture area. |
Updated the map. Please let me know of anything that you guys may find that should be changed further.
Balance changes:
-Swapped a spline texture that was providing directionless cover unintentionally. Swapped for the same texture, but does not provide yellow cover. This should fix some areas where smg units were over-performing.
-Moved munition point slightly to the west. (let me know what you guys think on this, or if you would like to see another muni point added).
-Reduced the amount of water near one of the VPs. The water made it so one player had to cross through water (negative cover) to approach the VP, while the other player did not have to cross negative cover to approach the opposite VP. This created an imbalance.
-Removed some bushes that blocked shots, but did not block LOS or movement. This was noticeable with MGs and snipers.
Other changes:
-Added two more player slots. The map is now 2-4 players. Let me know if the base sectors need to be expanded or if map entry points need to be adjusted, I have not done extensive testing. Though I have added other player slots, this is designed to be played as 1v1.
-Base sectors were enlarged slightly
-Added a shed on the northern fuel point. This building has no windows facing the fuel point, but will allow a player to garrison if they wish. The building is meant to be a visual piece, and not used for gameplay. Let me know if this didn't work out in this way (i.e. an mg should not be able to be placed in the building and lock down the fuel).
-Other small visual changes to make some areas more realistic
-New loading image... will probably make a better one when I have time.
That's all. Thanks everyone for the great feedback I have been receiving. Please continue to add me on steam or post ideas here so I can make the map even better. |
Sweet. Good topic for a tutorial. This further shows how each object placed tells a story. |
cool. I did even think about just blowing up the house.... and I hadnt really played against partisans before, so I didnt really know what to expect from them. Thanks for the input. And yeah, I'm so rusty with the 1v1, its terrible.
These suggestions will help me improve in my next games. |