Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Mapping => Topic started by: BurroDiablo on December 09, 2009, 04:46:49 AM

Title: Zhytomyr 2.0 [4]
Post by: BurroDiablo on December 09, 2009, 04:46:49 AM
A large 4 player map set in and around the Ukrainian city of Zhytomyr.
The map is split in half by the Teteriv river, which only has 4 crossings - 1 road bridge, 1 rail bridge and 2 foot bridges. To the south is farmland, neglected and strewn about with various wrecks and trenches along with a small village where the Partisans dwell. To the north is Zhytomyr itself, left smoldering from the latest counter-attack by the German Panzer Corps.

......................................................................

Here, you can replace your old Zhytomyr manually by going into '<CoH Root directory>\Eastern Front\Archives' and copying over '4p_Zhytomyr'. No need to fiddle about with the Module file or anything since the piece of code we need is already there.

Download ----> http://www.filefront.com/15462619/4p_Zhytomyr.sga (http://www.filefront.com/15462619/4p_Zhytomyr.sga)

Description -

Over the River Teteriv lay the city of Zhytomyr. The last time the German Panzer Corp rolled through the city, they beat back the Soviets with extreme brutality. Now several months later, the Soviets gather across the River, planning to take the city back.

Overview -

(http://www.majhost.com/gallery/Elburro/CoH/maps/pselmap1.jpg)

Loading -

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/loading.jpg)

Images -

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-29-10-96.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-33-13-14.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-34-23-66.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-33-45-82.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-30-04-26.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-34-46-30.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-34-10-67.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-30-37-39.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-30-19-37.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-32-56-16.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/reliccoh_2009-12-09_01-36-43-15.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-31-15-33.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-31-02-11.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-31-31-42.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-36-21-09.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-31-53-66.png)

(http://www.majhost.com/gallery/Elburro/CoH/maps/Zhytomyr/reliccoh_2009-12-09_01-32-23-77.png)

......................................................................
Title: Re: Zytomyr [4]
Post by: ford_prefect on December 09, 2009, 05:22:24 AM
wow nice map good job
Title: Re: Zytomyr [4]
Post by: Voop_Bakon on December 09, 2009, 06:00:38 AM
Wow looks amazing
Title: Re: Zytomyr [4]
Post by: Walentin 'Walki' L. on December 09, 2009, 05:14:35 PM
Nice
Title: Re: Zytomyr [4]
Post by: Mystic-Car on December 09, 2009, 05:36:33 PM
Looks really nice Burro,
but it also looks real big o.O

How big is it?



Greets
Title: Re: Zytomyr [4]
Post by: BurroDiablo on December 09, 2009, 06:05:09 PM
Its big, but not massive... I would say its the comfortable side of big, like Lyon.
Title: Re: Zytomyr [4]
Post by: Loupblanc on December 09, 2009, 06:47:47 PM

 Oh, hey, it looks really nice. Lyon is one of my fave maps,
 but yours sort of has rural thrown in as well, which is good.
 Include it in mod, please :)

 Is that a T34/76 (1943 turret) corpse I see?
Title: Re: Zytomyr [4]
Post by: Kamikaza22 on December 09, 2009, 09:15:54 PM
It looks good. Can't wait to play it  ;)
Title: Re: Zytomyr [4]
Post by: Loupblanc on December 09, 2009, 10:11:52 PM

 !!! Kamikaze22 !!!
 I thought you were myth, never would I have thought
 you
 really
 exist!

 WTF! ;) Welcome amids us !
Title: Re: Zytomyr [4]
Post by: ford_prefect on December 10, 2009, 12:39:12 AM

 Oh, hey, it looks really nice. Lyon is one of my fave maps,
 but yours sort of has rural thrown in as well, which is good.
 Include it in mod, please :)

 Is that a T34/76 (1943 turret) corpse I see?
I think this will be the Russian Lyon loup ;) (ps my favorite map to hope we can fight on lyon then this map)
Title: Re: Zytomyr [4]
Post by: Loupblanc on December 10, 2009, 07:14:53 AM

 Yea, I really want to play it :D
Title: Re: Zytomyr [4]
Post by: Kamikaza22 on December 10, 2009, 05:31:43 PM
@Loupblanc, I wasn't active much last few months, but I am back and ready to make this mod better.
Title: Re: Zytomyr [4]
Post by: Loupblanc on December 10, 2009, 06:36:25 PM

 I want to tie you to your computer so you make this 100%
 perfect ;) - Right away :D
Title: Re: Zhytomyr [4]
Post by: BurroDiablo on December 11, 2009, 07:28:50 AM
Finished a lot of work yesterday, i'll have some time later today to get this finished and uploaded ;D
Title: Re: Zhytomyr [4]
Post by: Loupblanc on December 11, 2009, 07:57:50 AM

 Work twice as hard! :D

 Reference : Comic where parody of StarWars movie 6
 (Return of the Jedi) Darth Vador tells his men to work twice
 as long (they just said they work 14 hrs a day). To which
 guy replies : There are 24 hrs in a day not 28! To which vador
 replies, choking the guy to death : Dammit! I'm a tyrant, not
 a mathematician!!!
Title: Re: Zhytomyr [4]
Post by: BurroDiablo on December 11, 2009, 09:33:21 PM
I'm having problems getting the AI to build properly, I had this problem with Olshanka as well. They'll place a building, then just sit and watch its ghost without building anything... until you attack them anyway.

Does anybody know if theres a way to get the AI to build base buildings in specific places?

AI is fucking retarded when it comes to building placement.... ::)
Title: Re: Zhytomyr [4]
Post by: nbeerbower on December 11, 2009, 09:37:00 PM
Have you tried placing chokepoint markers?
Title: Re: Zhytomyr [4]
Post by: BurroDiablo on December 11, 2009, 10:09:36 PM
Nope... would that help? Surely they would just build Bunkers and stuff at a chokepoint marker. I'll try it out anyway.

edit -

I've made a 6 player version as well now and going to see how  well it plays out. Didn't work... will stick the the 4p version.
Title: Re: Zhytomyr [4]
Post by: Loupblanc on December 13, 2009, 06:33:05 AM

 That's a rabid bitch.
 I hope you fix the problem soon, awesome map otherwise.

 Forgive me, I'm completely drunk. Came back from office
 party. Going to pass out. Your work is awesome, dude.
 Don't let anyone tell you otherwise, y'hear? :)
Title: Re: Zhytomyr [4]
Post by: BurroDiablo on December 13, 2009, 09:47:00 AM
Its uploaded now, link on first post. there's till some issues I can't work around, but that adds to the fun.

Issue 1: I couldn't get the description working, so Mystic, you may have to fix that. I've added the description to my first post.

Issue 2: AI is still utterly stupid in the city HQ area's but it works itself out eventually. [For Beta Testers and Devs] Soviet AI has a tendancy to place its buildings too close to the HQ and refuses to build (in the city area)... but Soviets are supposed to be over the river anyway, so make sure you have the positions on 'Fixed'.

Apart from that, this map is a go... ;)
Title: Re: Zhytomyr [4]
Post by: Loupblanc on December 14, 2009, 06:33:17 PM

 Ah, shush :) Try to make it work on both sides of the map,
 pretty please? :) / As for Mystic helping you, well, you all
 have your strenghts and associated weaknesses. We are all
 but merely human ;) That's why you're a TEAM ! :D
Title: Re: Zhytomyr [4]
Post by: funnyme on December 19, 2009, 10:20:54 PM
Hi,

Artwise this is among the best maps i have seen , Nice work on the land scape and use of splats to get the natural look to the roads and area's around structure's.

The fx with the birds is a nice touch , The fx on the fog can be incresed to cover more area .

Regards
funnyme
Title: Re: Zhytomyr [4]
Post by: WartyX on December 20, 2009, 12:18:00 AM
The Volks on the loading screen are performing Smooth Criminal.
Title: Re: Zhytomyr [4]
Post by: GI John 412 on December 20, 2009, 06:32:36 AM
Looks like a well balanced map.  A bit laggy on my old pc but still fun.  Although there were several small bugs that I have noticed.
           1.  One of the dead StuGs and Tiger husks have a weird purple image when I select them. Although this isn't really an issue as it does not affect gameplay.

            2. More worrysome is the yellow cubes telling me to panic.  I think these are where the dead T-34s are supposed to be but they are not showing up correctly for some reason.

Title: Re: Zhytomyr [4]
Post by: Mystic-Car on December 20, 2009, 10:35:26 AM
To 2.:
Maybe they do not shows, because you havent got EF? ;P
Map is going to be added, let´s see what the testers will say :)


Greets
Title: Re: Zhytomyr [4]
Post by: Loupblanc on December 20, 2009, 07:09:21 PM

 Aye.
 Big yellow cube = Missing files = No EF present.
 Fixed when you got EF. As long as it's playable in the
 meanwhile ;)
Title: Re: Zhytomyr [4]
Post by: GI John 412 on December 21, 2009, 01:09:41 AM
Yeah, I kinda thought that was the case.  Anyhoo, it is good to know that it wasn't some super virus threatening the very life of the mod. 
Title: Re: Zhytomyr [4]
Post by: Loupblanc on December 23, 2009, 01:34:20 AM

 No, it's the swine flu virus. It's contracted via swine to PC to
 Human. It's not threatening the life of the mod, but your very
 life ;) It's also deleting your pr0n ;)
Title: Re: Zhytomyr [4]
Post by: Loupblanc on December 25, 2009, 09:57:23 PM
 Downloaded it. Can't get it to work.
 What am I doing wrong?
 Besides not having the EF mod ;)

 NVM :) Got it working. Really nice. Xcept, well, all the points
 are high value... high fuel, high munition. Huge map. Could
 work well for 4x4, mind you :)
Title: Re: Zhytomyr [4]
Post by: Newcomer on December 26, 2009, 04:20:41 AM
     After giving it a few runs, i noticed that the AI on this map performs horribly, to be frank.

     The AI in slot 3-4 tends to just build either the barracks, Wehrmacht quarters, or in the case of the PE, nothing at all and just spams builder units and basic infantry and at the same time, have them do nothing at all untill you start attacking.

      The AI in slot 1-2 doesn't do anything at all for the first 10 minutes or so other than send the odd squad out to cap a point or two. Perhaps the large size of the map may have something to do with it? problems always rear their ugly head on larger maps from what I've seen.

     About the points, I'm with loup, too many of 'em are high, a bit odd for a 4p map IMO.

    The map DOES have a LOT of nice pros however, such as detailed trenchlines and a very well constructed city. I did however get a lot of yellow boxes around the trenches, I'm assuming because its because i don't have EF. All in all, a good map, just needs some work



   
 
Title: Re: Zhytomyr [4]
Post by: Svyatogorec on January 24, 2010, 07:16:50 PM
The Card ZHitomir is not loaded. The Mistake.
Title: Re: Zhytomyr [4]
Post by: BurroDiablo on January 25, 2010, 12:17:30 PM
There are a few things wrong with the map that need to be rectified, it's far too detailed for one and the AI is all screwed. Number of splats needs reduced and I guess I can delete some other unnecessary details.

It doesn't load for me in EF at the moment, I dunno how many other people are having this problem?
Title: Re: Zhytomyr [4]
Post by: Jozz on January 25, 2010, 03:20:00 PM
The map is very laggy in many multiplayer games; I think its mostly because of huge rendering those rocks in the city appear to cause. Otherwise, a fantastic map! One of my favourites, sure as it reminds me of Lyon.

The AI doesnt build in slot 2 if its soviet i think, but can it be fixed? just moving the starting positions or something? I mostly play there and would want the AI to work better
Title: Re: Zhytomyr [4]
Post by: Svyatogorec on January 26, 2010, 03:18:33 PM
Beside me in Win XP 32-bit  - is not loaded, but in Win 7 32-bit  is loaded, but holds up and in total hangs the play.

Information about system:
AMD Phenom 64 X4 9550 Core 2210 МГц\ASUS M3A78\4Gb DDR2 Patriot 800Hz CL5\HDD 500Gb ST3250410AS\ASUS GeForce GTX 260 896 Мb\Creative SB Audig 4
GeForceION Driver Release 195.62 WHQL
Title: Re: Zhytomyr [4]
Post by: Spartasman on January 26, 2010, 11:49:34 PM
the map is just far too big to be a fun 4x4, you need to reduce the playable space, re-org the resource points and replace the bridges a little, the reason being is that whenever i play it, it lags pretty bad, and against AI, they dont even leave their base, i played a VP game and won having only encountered a kettenkrad, a volks squad, and a sniper during the whole game, and when i rolled a t34 into their base, they had assualt grenadiers and tanks just sitting around doing nothing, its just too much city for the system to handle
Title: Re: Zhytomyr [4]
Post by: funnyme on January 27, 2010, 06:00:03 AM
There are a few things wrong with the map that need to be rectified

Hi ,

Was, Just hoping that you could retain the work on the Barakkas and the house on the bridge front , They are so well done .Hope , the splat work is not removed .

Think if you reduce the number of fx placed on the open fields it would reduce the redering .

Also, You could check on the Wreks , Cause they also could save some space , also i noticed that the OBB area is packed with Goove pine simple 1 object, Though it is an OBB object and is in OBB area it takes up space you can remove all but the first few up front .

regards
funnyme
Title: Re: Zhytomyr [4]
Post by: Pakman88 on January 27, 2010, 09:33:06 PM
Zytomyr map does not load at all for me in EF.  It loads up about two thirds and then stops.  Have to manually restart EF every time.  I would really like to play this map too...please fix soon!
Title: Re: Zhytomyr [4]
Post by: Svyatogorec on January 27, 2010, 10:33:58 PM
Too most with a map 3x3 Prochorovka!  :P
Title: Re: Zhytomyr [4]
Post by: Kanzler_Andreas on January 28, 2010, 06:42:07 AM
Zytomyr map does not load at all for me in EF.  It loads up about two thirds and then stops.  Have to manually restart EF every time.  I would really like to play this map too...please fix soon!

This happens to my friend. It loads for me, but he always crashes, like you. This maps looks great. He and I need choke points (such as four lovely bridges) in order to stand a chance against the upped AI, but we never get the chance :'(

Cheers,

~Kanzler Andreas
Title: Re: Zhytomyr [4]
Post by: Moleman on January 28, 2010, 08:15:52 PM
Really nice map one of my favs to play. Thanks! ;) :)
Title: Re: Zhytomyr 2.0 [4]
Post by: BurroDiablo on January 30, 2010, 09:17:37 PM
No worries guys, I'm in the process of fixing this map. I'm deleting a lot of objects, effects and splats. Biggest change you'll probably see is the the Cliff area is now just a lake.
I'll try (try) to get the AI to work like it should.


Right, Zhytomyr is officially fixed. No crashing at start, AI works as it should, lag is only really an Issue on the Highest settings (unless your computer can handle it).

Notable changes -

Starting positions for Player 1 and 3 have been changed. Player 1 now starts closer to the road and Player 3 now starts at the park where the Caen Statue was.

Cliff area is now just a Lake to save on objects.

Various other subtle changes you probably won't notice ;)

...

Will be coming in the hotfix for the Tank Riders.

Ok, maybe not...

Here, you can replace your old Zhytomyr manually by going into '<CoH Root directory>\Eastern Front\Archives' and copying over '4p_Zhytomyr'. No need to fiddle about with the Module file or anything since the piece of code we need is already there.

Download ----> http://www.filefront.com/15462619/4p_Zhytomyr.sga (http://www.filefront.com/15462619/4p_Zhytomyr.sga)

Post Merge: February 01, 2010, 12:13:46 PM
This was added to the latest patch, no need to download anymore ;)
Title: Re: Zhytomyr 2.0 [4]
Post by: SublimeSnugz on July 01, 2010, 01:25:12 AM
The map still lagg's alot when i play it online  :'( maybe there still too many details?
Title: Re: Zhytomyr 2.0 [4]
Post by: Walentin 'Walki' L. on July 01, 2010, 03:52:27 PM
Remove those ugly T-34 wrecks. Looks really strange on the minimap.
Title: Re: Zhytomyr 2.0 [4]
Post by: AbhMkh on July 22, 2010, 07:12:00 PM
There are a lot of axis tanks wrecks too on the map and its quite large for 4 vs 4 even now , i had to block the two center bridges with tank traps and barbed wire till i made up some good units , the AI bergetiger was upto repairing all the tanks wrecks!!!!!
Title: Re: Zhytomyr 2.0 [4]
Post by: Killar on July 23, 2010, 03:30:51 AM
the AI bergetiger was upto repairing all the tanks wrecks!!!!!

I hoped too that i can get free tanks but was disappointed. You can´t use them :P
Title: Re: Zhytomyr 2.0 [4]
Post by: revoluzer on January 23, 2011, 11:20:54 AM
Couldnt you redo the map?

Please remove those wrecks of the tanks which decrease the performance of the map, otherwise you can call it Lagomyr...
Title: Re: Zhytomyr 2.0 [4]
Post by: IJoe on January 23, 2011, 11:24:07 AM
IMO, it could be called that for quite a few months now ;)
It's a nice-looking map, but after about 20-25 minutes of play it always turns awfully laggy on me :(
Title: Re: Zhytomyr 2.0 [4]
Post by: revoluzer on January 23, 2011, 12:47:21 PM
IMO, it could be called that for quite a few months now ;)
It's a nice-looking map, but after about 20-25 minutes of play it always turns awfully laggy on me :(

I know, but I played it again today and it lagged, but I want to enjoy its beauty   ;)