Profile of DrunkinGambit
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
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
Signature
Post History of DrunkinGambit
Thread: (4 - 6) Fields of decision10 Jan 2014, 21:55 PM
Could you be so kind as to post a screen shot of the resource layout so we can see the cut-offs? In: Map Sharing |
Thread: (2-4) Frozen Fields10 Jan 2014, 19:35 PM
Our maps are in the workshop but only accessible via the direct links. Yeah, it's easy. Just export your map again, then go into the game and hit publish again. It will say "Updating" instead of publishing. I have confirmed also that anyone who has subscribed to the map will have the map auto-updated through steam. In: Map Sharing |
Thread: (2v2) Dukla Pass10 Jan 2014, 19:08 PM
I quite like your resource layout by the way. One suggestion though: use the VP sectors as cut-offs/points of importance outside of their inherent game play value. For instance, you can use a VP the same way as you might use a normal strat point, such as in Langres, where the middle VP acts as a cut-off running along the road. In: Map Sharing |
Thread: (2-4) Frozen Fields10 Jan 2014, 19:06 PM
However I cant find DrunkenGambits map by browsing either, so its not just mine I'm assuming you clicked the link on my map thread... Strange that it doesn't work. I have people who have tested and downloaded today. I wonder what the deal is with that; let me know if you find anything out. In: Map Sharing |
Thread: (2-4) Frozen Fields10 Jan 2014, 16:27 PM
I have just finished a map which features a field in the middle (farms), similar to Angoville and such. The fields are largely empty, but not devoid of detail. To create the illusion, there are bushes and other textures along the defining edges, and more importantly, the corners of the fields. The same goes for Angoville, there are objects that define different areas. In no way am I suggesting that you put a lot of random bushes and trees in the middle of your fields. Nor am I saying to add random hills. Just do what you need to to define your areas and make them more visually appealing. And to answer your question: Yes, adding terrain features makes the map much more visually appealing. In: Map Sharing |
Thread: (2-4) Frozen Fields10 Jan 2014, 15:12 PM
This isn't true really... If you believe it to be true then don't design around an idea that has no way of being defined. Playing on a big flat empty area will not be fun. Fields can have a rolling quality to them, and even though you may think of fields to be flat, they aren't. Yes, I'm sure there are really flat fields in the world, but why add them to your map? Here are some fields, notice they have some tree lines,subtle slopes, etc. http://shortfixation88.blogspot.com/2011/12/fields-hd.html lots of fields, will just need to winterize https://www.google.com/search?q=fields&espv=210&es_sm=93&source=lnms&tbm=isch&sa=X&ei=Ug3QUt3-I-eisQTl4YH4Cw&ved=0CAkQ_AUoAQ&biw=1702&bih=882#imgdii=_ Winter fields: https://www.google.com/search?q=fields&espv=210&es_sm=93&source=lnms&tbm=isch&sa=X&ei=Ug3QUt3-I-eisQTl4YH4Cw&ved=0CAkQ_AUoAQ&biw=1702&bih=882#es_sm=93&espv=210&q=winter+fields&tbm=isch&imgdii=_ In: Map Sharing |
Thread: (2v2) Dukla Pass10 Jan 2014, 14:31 PM
Can you post an image of the tactical map with territory sectors? This would help showcase your map better. Features such as the farms you have seem very flat and are cluttered with hay bails. Try to place your cover objects more strategically, you're making a playground for coh players, make the playground engaging to the players. These features could use landscaping and some textural blending.. not to mention adjacent features that help the map flow better. The circular sand-bag bunkers you have created also seem to be isolated and unnatural. Solve this in the same way I stated above. Maybe reference some actual ww2 pictures to get some inspiration. Visually, the atmosphere you have created looks very nice, but you need work on the details. Many of your objects seem isolated and unrealistic. Try to blend the features of the map into the landscape a bit more. One thing that you can do easily is blend your splines in a bit better. To do this, select the spline, make sure to select texture from the right-hand menu, and use the "colourize" button. Make the spline a bit transparent. Often, it looks good to layer splines/splats and adjusting the opacity. I hope this helps. Keep it up! In: Map Sharing |
Thread: (2-4) Frozen Fields10 Jan 2014, 14:07 PM
Your map has some nice details, but scattered about, but the map as a whole is really bare. Add more features and more landscaping to the mix to give more objects to hid behind and make the map more visually appealing. You seem to have the ability to focus on detail, now apply that to your whole map. The resource layout isn't bad, but there's one cut-off that only serves to cut off one other strat point. I would somehow re-work it so that cutting off that eastern fuel was easier... Or, make it possible to cut the western side off from the eastern side of the map or vice versa. This would maybe make things more interesting. Post updates when you have them. In: Map Sharing |
Thread: (2) Keine Ruckkehr10 Jan 2014, 04:24 AM
Thank you F.X. for the info on this. I messed around for a while with the effects. It seems everything I wanted was there. Changes based on player feedback: -Slightly enlarged each player base. Previously they were a little too small to comfortably fit all tier buildings. They should be a good size now. -Added effects to the map (dust/fog/smoke). -Edited some texturing in various places, added detail in areas where the detail may have been lacking. In: Map Sharing |
Thread: [WIP] (2-4) Bystraya Voda9 Jan 2014, 20:33 PM
Just played your map. I like it overall. I have separated my feedback into two categories. Map layout/balance: -I like the layout, however there are so many shot blockers. Using tanks was not that fun due to little room to maneuver. Also mortars were very powerful, and mgs kinda weak. I didn't build a sniper, but I could see how getting LOS from your sniper could also be tough. Open up one side of the map a little more, preferably the side with the fuel. -The cut-offs are unforgiving, which I like, but I found that both players lacked fuel AND munis. It's very easy to cut both munis points. Again, I like this idea, but maybe tone it back just a little. -I would make the fuel point easier to cut off, sort of how you have the corner munitions point. Maybe swap those points? -One fuel point is kinda cool. I like it, but I also really don't like it at all. Even late game call-ins will be scarce, and due to lack of driving space, tanks will be easy to counter. Appearance -Overall appearance is OK, but could really use some work. Throw in some more splats on your roads where there isn't snow. Make the roads blend in a little more. -Add some more objects for cover, the side with the fuel was super cluttered, while the other side was a little empty. -Near the fuel point is a strat point with girders rising from the ground... Didn't seem realistic at all. just my opinion. -Make the river a little more curvy, it seems too tame to be natural. This is a subtle change. -Soften some of the terrain features. There are some places where the earth seems to jut up from the ground in a way that's too extreme. Should be easy to soften those areas up a bit. I think that's it. Thanks for the map! Keep up the good work. In: Map Sharing |
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