Hey guys, i created a map, max size, called Pinopine Countryside. I am going to make a whole series of maps of all sizes, but mostly large ones. I love detail, however, and i ran into the problem that i found some sort of hidden max- objects amount. If i go over this exact amount, it crashes. The wb and ingame. This means i have to go under this otherwise it crashes during play, since units we build apparently count as well. (so for a player i count 100 max units, so for a map of 8 players .... that`s a lot). Now the map is hardly over-objected. You can check it out on the workshop if u want. It saddens me because now i had to remove a LOT of detailing, that really breaks down some fun for me. Anyhow, hope this problem gets fixed somehow. grtz Numen.
Could it be some memory issue?
Firstly, I know nothing of programming/memory allocation/motherfucking digital magic, I'm strictly medical.
I have however noticed this, and maybe, if the map is sufficiently large, this limit can be exceeded resulting in crash.
Maybe this is all wrong, seeing as my maps have never exceeded 12mb when published, although I'm sure there is some compression going on when exporting a map. |
Hmm, this is odd. I definitely remember having this same minimap issue as you have, and correcting it by changing the mm.tga to 360x360. But now, when I check, that file is again 768x768. Very strange things. Have you checked that the yourmap_mm_low.tga file is in fact 360x360?
EDIT: I appear to be mistaken here, I distinctly remember doing the above, but now the mm.tga is 768x768 without issues. So I don't know anymore. |
Looks good man!
Feels way less yellow haha. The sector layout feels well thought out and natural.
A few points though.
1.
There are visual flaws like these, where splines don't match or where objects look super isolated from their environments.
2.
You can unhindered shoot this bunker without getting shot at, and enter the base without getting pinned.
3.
That church we were talking about earlier, still only has one window facing that direction. Maybe you could try rotating it like 45 degrees or something. Although, the church fills its purpose the way it is aligned now as well, so that's not really a flaw.
4.
The minimap is too small. This is fixed by, somewhat unintuitively, changing the size of yourmap_mm.tga to 360x360.
5.
This approach really has no cover making the attacking/defending there much more difficult in relation to the approach the other player has to that sector. |
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.
Ok, I'm not certain if players find the harsher cutoffs I've used on this map enjoyable to play or not. I guess there will always be both opinions, but I've not heard any explicit arguments either way. |
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!
Thanks for the input! I'm not a very good player myself so I'm not always certain what players want/what works in a map on a tactical and strat level. You're right about the sandbags etc, often they just end up nothing more than indefinite placeholders.
Thanks for taking the time critiquing my map. |
There, Quicksilver has bee nice enough to do some playtesting and I've made the above changes. |
1°):In the first time you need one marker action , after search sound atach. In the patch search streamed And Choice your sound in the list .
2°):In second time Just clic apply change and is ok .
Great work, thank you! |
Ok is good guys i have found with the marker streamed iam very happy
Please share in your post when you find out something new, odds are other people will find it useful too! Either explain how to do it, or take a few screendumps showing it. |
Is it possible to scale objects? There are just some cases where it would be ideal to use a specific rubble model if only it were 75% of the size...
Thanks.
I haven't found any way of doing that, and I've never seen it in any official/unofficial map either. My guess is it can't be done from inside WB, you'd probably have to create the object yourself. |
Hello folks,
I just started work on this here map project. What do you guys think of the sector layout?
It's being planned as 2v2.
The playable size is 544x352, of which there is a call-in border of 32, i.e. it's quite large.
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