Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Mapping => Topic started by: Elquattro on January 21, 2011, 04:51:19 PM

Title: [Finished] Perekop (6)
Post by: Elquattro on January 21, 2011, 04:51:19 PM
Hi  :) !

Last day, i made a map for Eastern Front, and i propose this map.
If you can test my map ? Thanks =)


Name : Perekop (6)
Date : November 1941
Player : 6
Story : During the invasion of the axis. Perekop was made quickly, but II-2 bombed relentlessly the bridges between the two sides.
The city of Sevastopol is next on the axis list...

Perekop : v1.00

I made a website for downloading this map, and for all information on the progress of the map.

Link -> Perekop (http://diablo342256.free.fr/EF/)


Loading Map :
(http://diablo342256.free.fr/EF/Perekop.jpg)

Map Strat :
(http://diablo342256.free.fr/EF/Perekop-strat.jpg)

Preview Map :
(http://diablo342256.free.fr/EF/perekop_mapi.jpg)

Screenshot Map :
(http://diablo342256.free.fr/EF/Parakop-screenshot1.jpg)
(http://diablo342256.free.fr/EF/Parakop-screenshot2.jpg)
(http://diablo342256.free.fr/EF/Parakop-screenshot3.jpg)
(http://diablo342256.free.fr/EF/Parakop-screenshot4.jpg)
Title: Re: Parakop (6)
Post by: pariah on January 21, 2011, 06:10:16 PM
That looks so cool!
Title: Re: Parakop (6)
Post by: Elquattro on January 21, 2011, 06:41:38 PM
Thx Pariah =D
Title: Re: Parakop (6)
Post by: cephalos on January 21, 2011, 07:08:56 PM
Actually, map looks good, but it's too empty and clean. Bridges and area around them isn't crowded by rubbish and other stuff. It just lack of small details. Everything else is very good IMO.
Title: Re: Parakop (6)
Post by: Walentin 'Walki' L. on January 21, 2011, 07:26:01 PM
The map has a good layout but It needs more detail I think.
Title: Re: Parakop (6)
Post by: Desert_Fox on January 21, 2011, 07:44:59 PM
Looks nice!

Little advice/comment:

Isn't better if that one of the Start Point should be in the other island?

ex:

1 Alone 2-3 couple
6 Alone 4-5 couple

Where 1-6 fight each other 1v1 and 2/3 -4/5 fight 2v2, like in Montherme map...but is only my opinion.

Anyway good work. ;)
Title: Re: Parakop (6)
Post by: pariah on January 21, 2011, 07:54:30 PM
It could be interesting if you just moved 1 and 6 over to the neighboring islands... (Or maybe just 3 and 4, so the other start positions are closer to the middle.)
Title: Re: Parakop (6)
Post by: Max 'DonXavi' von B. on January 21, 2011, 08:06:52 PM
Honestly, you need more details.
Just doing some tile, spline and object work doesn't make a good map. Try to make it less boring using splats (I know, shit of work) and grass.

What I like is the layout. And the idea of moving positions 1 and 6 to the empty island is good, even for gameplay.

Try to apply these hints and your map will get much better  ;)
Title: Re: Parakop (6)
Post by: pariah on January 21, 2011, 08:29:59 PM
I really can't see how you can judge detail on these few screenshots...
Title: Re: Parakop (6)
Post by: Blackbishop on January 21, 2011, 08:33:34 PM
I really can't see how you can judge detail on these few screenshots...
There's a download link there.
Title: Re: Parakop (6)
Post by: pariah on January 21, 2011, 08:40:28 PM
Yeah, i downloaded it, moved it to where the maps are, but it's not in the list... ???
Title: Re: Parakop (6)
Post by: Max 'DonXavi' von B. on January 21, 2011, 09:01:13 PM
@blacky: I didn't download it at all, maybe I'll do later, but right now I'm busy for school.

@pariah: look at the 3rd pic from the bottom. I looks a bit.. boring. Just this green, flat grass tile, some trees and houses. I wasn't meant insulting, just as a hint for him to improve his work. I didn't say this because I just like to complain, I am a mapper myself and this was meant constructive and not destructive ;)

Edit: Just seen on 3rd pic, ElQuattro, you forgot the little off-map space that surrounds the playable area. Not bad for gameplay, I would just ignore it, but looks strange when you are playing and there is just nothing, a black screen.

Nice theatre anyway. I like the Sevastopol campaign.
Title: Re: Parakop (6)
Post by: pariah on January 21, 2011, 09:13:26 PM
Yes, i realize you weren't trying to offend. And i, likewise, wasn't trying to offend. I just think it's hard to get a good idea of the details from a few pics is all.

Also, i didn't notice until you mentioned it, but yeah that black border does look weird... Maybe the Earth is flat after all?
Title: Re: Parakop (6)
Post by: Blackbishop on January 21, 2011, 09:22:14 PM
@MaxiKing6
Me too, but i'm at work ;). So, I suppose it works xD.
Title: Re: Parakop (6)
Post by: Elquattro on January 21, 2011, 09:34:49 PM
Very Thx for All comment !

I will change and add :
1- More details
2- positions 1 and 6 to the empty island
(http://diablo342256.free.fr/ancien/EF/Parakop_example.jpg)
3- Correct -> Black Screen
Title: Re: Parakop (6)
Post by: Max 'DonXavi' von B. on January 21, 2011, 09:40:40 PM
Very nice. I could do a Relic-style tacmap for you if you like ;)
Title: Re: Parakop (6)
Post by: pariah on January 21, 2011, 09:46:02 PM
If you don't mind some further critiquing - Do you think you could not put the H.Q. territories on roads? I just think it looks weird, placing buildings on roads...
Title: Re: Parakop (6)
Post by: Elquattro on January 21, 2011, 09:51:05 PM
@MaxiKing6 : Ho great ! i need Tacmap for my map =) ! Very Thanks Maxi.
You need Parakop.tga ?

@pariah : Thx, i will move roads to the territories H.Q.
Title: Re: Parakop (6)
Post by: pariah on January 21, 2011, 09:56:38 PM
I think you misunderstood - I meant how positions 3 4 and 5 seem to be on roads. There should be roads near to the start positions, but not actually in the start positions. Of course, it's kind of hard to tell what it really looks like with those circles, so i could be wrong...
Title: Re: Parakop (6)
Post by: Max 'DonXavi' von B. on January 21, 2011, 09:58:32 PM
If you don't mind some further critiquing - Do you think you could not put the H.Q. territories on roads? I just think it looks weird, placing buildings on roads...
+1

And one further point:
It's not that good for gameplay when every single bridge is destructable. It can, it doesn't have to make a map to a camping ground. It's up to you to change it, but I would like it.
You can create those undestructible bridges by using the hight map editor and the walls that are in the walls/support folder in the object category. Look at the center of Lyon, there is also a "bridge" like this.

@ElQuattro: I need parakop_mm.tga and parakop_tml.tga. I will do that when your map is in the Final status, everything else wouldn't pay off because I would have to rework/do it again then.
Title: Re: Parakop (6)
Post by: IJoe on January 21, 2011, 09:59:23 PM
Don't mind me saying, but the name should be Perekop, which is how this very place is actually called. It means something close to "dug over" or a "trench" (in this case, it's a huge one ;))
Title: Re: Parakop (6)
Post by: Elquattro on January 21, 2011, 10:06:31 PM
@pariah
Quote
I think you misunderstood - I meant how positions 3 4 and 5 seem to be on roads. There should be roads near to the start positions, but not actually in the start positions. Of course, it's kind of hard to tell what it really looks like with those circles, so i could be wrong...
I understand =). No problem i delete this road (3-4-5-6)

@MaxiKing6
Quote
You can create those undestructible bridges by using the hight map editor and the walls that are in the walls/support folder in the object category. Look at the center of Lyon, there is also a "bridge" like this.
I test with bridge center =) (-> undestructible bridges) .

Quote
I need parakop_mm.tga and parakop_tml.tga. I will do that when your map is in the Final status, everything else wouldn't pay off because I would have to rework/do it again then.
Of course ^^. When the map is finish, i'm send you mm.tga and tml.tga


Post Merge: January 21, 2011, 10:19:22 PM
I have update a first post.
You can see the changes to be made, looking at my first post. I would make updates to all each correction =).
Title: Re: Parakop (6)
Post by: Max 'DonXavi' von B. on January 21, 2011, 10:30:21 PM
Okay I will watch the progress and maybe also test it, tell you some further possible improvements and make the tacmap in the end.
Title: Re: Parakop (6)
Post by: Elquattro on January 21, 2011, 10:39:17 PM
Okay =) ! Very Thanks MaxiKing6.

It's too cool to give me you're idea and subjection =D.

And Thanks All community.
Title: Re: Parakop (6)
Post by: Seeme on January 21, 2011, 10:44:03 PM
Yeah, i downloaded it, moved it to where the maps are, but it's not in the list... ???

You have to put it in the maps folder.
Title: Re: Parakop (6)
Post by: Max 'DonXavi' von B. on January 21, 2011, 10:50:01 PM
Okay =) ! Very Thanks MaxiKing6.
It's too cool to give me you're idea and subjection =D.
Anytime, you're welcome ;)

Yeah, i downloaded it, moved it to where the maps are, but it's not in the list... ???
You have to put it in the maps folder.
If you wish to open it with the WB, you will have to extract it first because WB is unable to load sga archives. You can do that by downloading Corsix Mod Studio.
Title: Re: Parakop (6)
Post by: pariah on January 21, 2011, 11:10:07 PM
Yes, i put it here:

C:\Program Files\THQ\Company of Heroes\Eastern_Front\Archives

(Where all the Eastern Front maps are.)

(I'm not concerned about opening it in the World Builder.)
Title: Re: Parakop (6)
Post by: SK8ERatWAR on January 21, 2011, 11:14:42 PM
nah you gotta put it in documents/my games/company of heroes/ww2/scenarios ;)
Title: Re: Parakop (6)
Post by: Max 'DonXavi' von B. on January 21, 2011, 11:20:56 PM
Yes, i put it here:
C:\Program Files\THQ\Company of Heroes\Eastern_Front\Archives
(Where all the Eastern Front maps are.)

Couldn't have worked in two ways. On the one hand side,
Quote
because WB is unable to load sga archives
, on the other you would had have to change the Eastern_Front.module file then because the archives that are loaded (the maps) have all to be listed in that file.
Title: Re: Parakop (6)
Post by: Elquattro on January 22, 2011, 10:21:30 AM
I post a new undestructible bridge center (not finish)  :).

(http://diablo342256.free.fr/ancien/EF/undestructible-bridge-center-screenshot.jpg)

Title: Re: Parakop (6)
Post by: cephalos on January 22, 2011, 10:36:23 AM
looks awesome
Title: Re: Parakop (6)
Post by: Elquattro on January 22, 2011, 11:14:36 AM
Thx Cephalos =)
Title: Re: Parakop (6)
Post by: pariah on January 22, 2011, 01:13:04 PM
O.K., i've been trying for ages to access your website, and i finally got in! Thanks to the Skater At War guy, i was able to play your map, and i'd like to give you some advice:

Here is a list of issues i found with your map:

-Generic loading screen.
-No Victory Points.
-Strategic Points in statues.
-Needs more polish around bridges.
-There is a destroyed Cromwell.

That's all i noticed in my short time playing.
Title: Re: Parakop (6)
Post by: Max 'DonXavi' von B. on January 22, 2011, 03:03:46 PM
This looks nice, but just one thing:
The object spline (support wall), did you make it adjustable or relative to terrain? It looks better when the wall goes into the water and doesn't end before ;)
Title: Re: Parakop (6)
Post by: pariah on January 22, 2011, 05:54:01 PM
I just played another game, and i noticed that the "roads" aren't actually roads...
Title: Re: Parakop (6)
Post by: Elquattro on January 23, 2011, 09:11:34 PM
Quote
-Generic loading screen.
-No Victory Points.
-Strategic Points in statues.
-Needs more polish around bridges.
-There is a destroyed Cromwell.

-> For loading screen, i've a bug.
-> Victory points, i will add
-> Strategic points in statues, it's good for you =p (just i like this)
-> Needs more polish around bridges, no problem =)
-> There is a destroyed Cromwell, O.o where ? can you post a screenshot ?
Title: Re: Parakop (6)
Post by: pariah on January 23, 2011, 09:13:31 PM
I noticed that 1 of the buildings seems to be in the wrong territory. It's hard to explain, so i'll see if i can take a screenshot of it, as well as the destroyed Cromwell.

Post Merge: January 23, 2011, 09:52:35 PM
The building is in the Munitions sector according to the game, but it's actually not.
Title: Re: Parakop (6)
Post by: Elquattro on January 24, 2011, 11:58:30 AM
Thx for screenshot Pariah =) !
Title: Re: Parakop (6)
Post by: nico97one on January 25, 2011, 02:20:42 AM
I like your map ! Hope you'll finish it soon !

BUT

3 Chokepoints and even more, they are bridges ... :S That's a little bit a camping/arty map
Title: Re: Perekop (6)
Post by: pariah on January 25, 2011, 08:27:25 PM
Honestly, i don't think bridges are that bad. It's just the A.I. players who don't know how to use them...

So, i found some issues with a fence around a Fuel point; Infantry can move through parts of it. And it looks weird how some parts are on a hill, making them stick up... And i also got a better shot of that annoying building that's in the wrong territory.
Title: Re: Perekop (6)
Post by: Elquattro on January 25, 2011, 08:50:55 PM
Ho Thx Pariah for a test =D !

i will changed that =)
Title: Re: Perekop (6)
Post by: Max 'DonXavi' von B. on January 25, 2011, 09:04:30 PM
The fences look like VisOnly objects, @ElQuattro: which object is that? Change it to "ebps\environment\art_ambient\objects\walls\metal\iron_gate_l_01" when you want the fence to look like this.

VisOnly Objects are not for use on playable area, they are just for off map use because their physics don't need to be loaded. If there are further VisOnly objects on your map, please replace them with their real counterparts if needed ;)

@pariah
The building appears to be on empty territory or isolated territory, that belongs to the neighbour munition point, maybe he forgot to paint the territory beneath the building.

You have to imagine it like this: First, you place the munition/fuel/strategical points. Then you choose the TER (territory) tool and select "Calculate Voronoi" which creates territory around the points. The problem of this game-generated sectors is, that their size and shape is equal to the other ones, it doesn't create any strategical or map-orientated territories. To change this, you have to paint the territory by clicking on "sample" and choose the territory you wish to edit.
Because the building hides the spot beneath itself, he might have overlooked it if the area on which the building stands was part of the calculated munitions territory before.
Title: Re: Perekop (6)
Post by: pariah on January 25, 2011, 09:13:55 PM
Yeah, that's likely what happened... (Still yet to really play around with territory in the World Builder.)

Also, another issue is that i can't save recorded games; When i click the "save" button, it just closes...
Title: Re: Perekop (6)
Post by: Elquattro on January 25, 2011, 10:28:10 PM
I've updated map (downloading map -> look a first post)
Title: Re: Perekop (6)
Post by: pariah on January 25, 2011, 11:16:09 PM
Cool. So i just download the new map, and delete the old 1?
Title: Re: Perekop (6)
Post by: Elquattro on January 25, 2011, 11:56:44 PM
Yes Pariah .

Download new map and delete old.
Title: Re: Perekop (6)
Post by: pariah on January 26, 2011, 12:25:25 AM
Thanks.

Well, i decided to have a quick (250 point) game to test it, and i found a few more issues. First of all, the border really doesn't look right. I realize the borders never look good, but i still think it could be better...

Also, there's some cyan box that doesn't appear to be historically accurate...

And i'm not too sure about the bridges, either; Having 2 bridges leading to friendly territory, there is no incentive to repair both. Not sure what you could do about that... And the indestructible middle bridge doesn't seem right either. I think it would maybe be better if you had the 2 previous infantry bridges, but have an island in the middle with a Victory Point.

And you really should place some roads instead of whatever that terrain is...

Just some more suggestions. It really is a great map. Just needs some more polish is all.
Title: Re: Perekop (6)
Post by: Max 'DonXavi' von B. on January 26, 2011, 02:07:29 PM
Also, there's some cyan box that doesn't appear to be historically accurate...

This box is caused by a missing RGM, a CoH model file.

Quote
And you really should place some roads instead of whatever that terrain is...

It seems just to be a tile, a normal terrain texture. He "painted" his roads instead of creating them by the spline tool.

@ElQuattro: If you don't know how to use this feature, look for a tutorial or ask me ;)
One thing that's also causing my attention is the off-map area again.
Like it seems, you just have adjusted a horizon mesh, that looks rather.. not that good.
If you would like to improve your off map area, you will have to stamp the whole map with the stamptool, which doesn't work in the newest version of CoH, but there is a fix for it. Just ask me, I will give it to you.
Title: Re: Perekop (6)
Post by: Elquattro on January 26, 2011, 03:03:56 PM
hi hi hi Friend =) !

My road aren't painted. I use spine texture and painted for random visual.

I've more problem with off-map area (because there is too small).
If you have a fix for it... i need ^^.

I will post a new version map, with more detail...

I've a problem with loading screen. I can not fix it :(
Title: Re: Perekop (6)
Post by: pariah on January 26, 2011, 03:31:09 PM
O.K., well we should probably save the loading screen for last, since it's the least important. But the roads, however, are very important. You should replace whatever you are using as roads with actual roads. How to find them, i don't know, but i shouldn't think it would be too hard.
Title: Re: Perekop (6)
Post by: Elquattro on January 26, 2011, 03:56:24 PM
Probably bug for road, because i've made a road with Relic Tutorial :

1- Spine Placement
2- Mode Switch -> Texture
3- Select texture -> Stone Road (BIA_COBBLE)
4- Width : 10.000
5- clic -> Default (texture)

Debug : Change Road ! no ?
Title: Re: Perekop (6)
Post by: pariah on January 26, 2011, 04:24:38 PM
Well, if what you have placed is actually a road, but is buggy somehow, i really don't know what to suggest...
Title: Re: Perekop (6)
Post by: Max 'DonXavi' von B. on January 26, 2011, 04:36:20 PM
I will take a look at it in WB.

EDIT: Just a short question, how did you do the dogtag with your name on it to appear just like real EF's one?
Title: Re: Perekop (6)
Post by: Elquattro on January 26, 2011, 05:42:59 PM
Quote
how did you do the dogtag with your name on it to appear just like real EF's one?

This is a copy and modify. (we can use Photoshop or Gimp)
Title: Re: Perekop (6)
Post by: pariah on January 26, 2011, 05:54:03 PM
Just curious, what does the "BC CCCP" on the dog-tags mean?
Title: Re: Perekop (6)
Post by: IJoe on January 26, 2011, 06:21:11 PM
Just curious, what does the "BC CCCP" on the dog-tags mean?

USSR Armed Forces
Title: Re: Perekop (6)
Post by: pariah on January 26, 2011, 06:38:18 PM
Just curious, what does the "BC CCCP" on the dog-tags mean?

USSR Armed Forces

Umm... What?  ??? How does that make sense?
Title: Re: Perekop (6)
Post by: Max 'DonXavi' von B. on January 26, 2011, 07:15:09 PM
You see, the USSR (Soviet Union) had armored forces, so think of Soviet tanks and armoured vehicles.
Title: Re: Perekop (6)
Post by: cephalos on January 26, 2011, 07:17:38 PM
I guess that's why
Советский Союз, Союз Советских Социалистических Республик [СССР] - CCCP means USSR in Russian
Title: Re: Perekop (6)
Post by: Dzierzan on January 26, 2011, 08:24:27 PM
Question: Can tanks cross bridge in middle? Is this bug? Some screenshots.
Title: Re: Perekop (6)
Post by: pariah on January 26, 2011, 08:42:44 PM
It certainly seems wide enough... I don't see why they shouldn't be able to.
Title: Re: Perekop (6)
Post by: Elquattro on January 27, 2011, 07:48:16 AM
@TheDzierzanPL The tank are possibility to cross a middle bridge : not a bug =D.

I think extend (width) the middle bridge.

Post Merge: January 27, 2011, 02:42:28 PM
Hi =D !

News :

- Change Bridge Center (more width)
- Add Water & Forest & Rock Around the map
- Change All Road
Title: Re: Perekop (6)
Post by: Dzierzan on January 29, 2011, 01:08:29 PM
Great new  :), but i can't download this map  :'(. Try to fix download site.
Title: Re: Perekop (6)
Post by: pariah on January 29, 2011, 01:15:12 PM
Yeah, i got a French 404 error this time. Makes a nice change from the usual German.

Post Merge: January 29, 2011, 04:59:03 PM
What exactly do you mean by the Tactical Map being 0% complete? I couldn't see anything wrong with it... ???

Also, you might want to increase the size of start position 1. In its current state, you have to build 1 of your buildings just outside. Doesn't look nice...

Post Merge: January 29, 2011, 05:15:05 PM
Another thought: You should probably reduce some Fuel sectors to medium or even low, since Fuel, even when the sectors aren't locked down, is a little too abundant...
Title: Re: Perekop (6)
Post by: Elquattro on January 29, 2011, 07:27:36 PM
Ftp : Ok (i repaired =D)

Zone player 1 : + width

Barrel : 2 hight -> 2 low

Thx for your comment & test  !
Download is open ! Good Game !
Title: Re: Perekop (6)
Post by: Dzierzan on January 29, 2011, 07:47:23 PM
@Elquattro
Dude, i can't still download new version of your map, when i want download, i see 404 error, pls fix it, because me and my friends want play this great map :)

P.S. - there is problem with AI, they sometimes dont attack, all army is in one place.

EDIT: ups sorry now working, i download your map, sorry again ;)
Title: Re: Perekop (6)
Post by: Elquattro on January 29, 2011, 08:06:31 PM
Hi TheDzierzanPL !

=) No problem and i'm sorry for this bug.

I've a new bug with IA, and i will delete this.
I'm sorry, i want to fix this map, but there are more bug =s

I've post a new perekop.
I've changed : munition / fuel & repair IA =)
Title: Re: Perekop (6)
Post by: pariah on January 29, 2011, 08:52:11 PM
Sorry to give you more work to do, but i think you should reassign some of the off-map reinforcement points. Sometimes they will come from the wrong H.Q. territory. (You'll notice in the picture that my allies Field Support Truck came from my territory.)

I'll download your new update, and see how it goes. ;D
Title: Re: Perekop (6)
Post by: Elquattro on January 29, 2011, 09:09:04 PM
I verified, all reinforcement points are good.

For allies and field support truck, i don't think... strange O.o !!!
IA allied like a joke =p
Title: Re: Perekop (6)
Post by: pariah on January 29, 2011, 10:47:50 PM
Yeah, the off-map points seem to be O.K. now.

It's great that you fixed the roads, but is there any way to clean it up, so you don't have the annoying edges? It really doesn't look right like that...

And what you did with the bridges is really cool!
Title: Re: Perekop (6)
Post by: Elquattro on January 29, 2011, 11:50:38 PM
Thx Pariah =D !

it's your idea for add element for a bridge.

For Road, i've not possibility to clean :s. This texture is only.
Title: Re: Perekop (6)
Post by: pariah on January 30, 2011, 12:04:57 AM
No, i don't think it was my idea...

Do you know if there are any other road types that don't have edges, so they would merge into each other O.K.?
Title: Re: Perekop (6)
Post by: Elquattro on January 30, 2011, 02:24:31 AM
Yes yes of course ! they are more texture for a road !
Title: Re: Perekop (6)
Post by: pariah on January 30, 2011, 04:22:13 PM
Alright, well i found a couple more problems...

The first is that there's an area where my Kangaroo Carriers got stuck... (Fuck i hate the Brits...) You might want to fill that area in with something to prevent units from spawning in there.

And these walls you used on the side of the bridge really don't look right there...
Title: Re: Perekop (6)
Post by: Elquattro on January 30, 2011, 11:58:11 PM
For a bridge : wall aren't good for this bridge. I will changed this, in a next update.

For a bug House : no problem ^^
Title: Re: Perekop (6)
Post by: Ltevanlee on January 31, 2011, 04:52:19 AM
My map sucks compared to yours  :'( .
Trenchvile (4P) (http://www.youtube.com/watch?v=tJp-5fBxUIc#)
Title: Re: Perekop (6)
Post by: Walentin 'Walki' L. on January 31, 2011, 01:36:44 PM
Mr Defence this is a fun map right? It needs more detail.
Title: Re: Perekop (6)
Post by: Max 'DonXavi' von B. on January 31, 2011, 03:41:08 PM
Yeah walki it looks like one..
I think it isn't that bad, I would actually like to play it, just for fun  ;D
Title: Re: Perekop (6)
Post by: Ltevanlee on January 31, 2011, 09:57:28 PM
I did try my best.
Title: Re: Perekop (6)
Post by: pariah on January 31, 2011, 10:04:12 PM
Detail seemed fine to me...
But, er... Are those heavy weapons actually crewable? It sure would be interesting to use an 88 in the beginning of the game....
Title: Re: Perekop (6)
Post by: Blackbishop on January 31, 2011, 10:08:40 PM
My map sucks compared to yours  :'( .
Trenchvile (4P) (http://www.youtube.com/watch?v=tJp-5fBxUIc#)
If you mind, could you upload a version without those weapons as well?

Is your map large enough to 3v3 or 4v4?
Title: Re: Perekop (6)
Post by: Ltevanlee on January 31, 2011, 10:52:52 PM
Yes, all the heavy weapons are crewable and I'll upload a version with no weapons. It is only big enough for 2vs2.
Title: Re: Perekop (6)
Post by: pariah on January 31, 2011, 11:28:56 PM
Maybe you could destroy the weapons, and create some craters? Make the map look 'lived in', so to speak. And provide the troops with some more heavy cover, and give Pioneers something to salvage...

Post Merge: January 31, 2011, 11:32:27 PM
Also, could we please discuss this map here?:

http://easternfront.org/forums/index.php?topic=5159.0 (http://easternfront.org/forums/index.php?topic=5159.0)

This topic is supposed to be about Perekop...
Title: Re: Perekop (6)
Post by: Elquattro on February 05, 2011, 12:56:29 PM
Hi =) !

I've post a new fix for perekop =) !
Title: Re: Perekop (6)
Post by: pariah on February 06, 2011, 08:26:42 PM
Perekop is looking very good now. :)

But, i was wondering what you are planning on doing with the center bridge. I still think it would be better with 2 infantry bridges, with the Victory Point on an island between them. Are you going to change it, or leave it as is?

Also, i think there is too much clutter around the area in the picture provided. My poor little Anti-Tank Gun couldn't get out. :'(
Title: Re: Perekop (6)
Post by: Analpirat on February 07, 2011, 10:16:10 AM
Infantry bridges shouldn't be on any respectable map, let alone on vital locations. They are prone to being blocked with tanktraps.
Title: Re: Perekop (6)
Post by: pariah on February 07, 2011, 12:33:54 PM
Tank Traps? Seriously? That seems kind of pointless to me... Why not just use Barbed Wire?
Title: Re: Perekop (6)
Post by: Raider217 on February 07, 2011, 12:50:08 PM
One tank trap blocks any infantry bridge, barbed wire can be cut tank traps cant they have to be blown up or destroyed by a tank which can destroy the bridge.
Title: Re: Perekop (6)
Post by: pariah on February 07, 2011, 01:19:11 PM
Well, if you cover the bridge with a Heavy Machine Gun, and maybe also a Mortar or Sniper, they will have a hard time cutting the Wire...
Title: Re: Perekop (6)
Post by: Raider217 on February 07, 2011, 01:32:49 PM
Then your wasting manpower to cover something that needs only a free tank trap
Title: Re: Perekop (6)
Post by: pariah on February 07, 2011, 01:40:09 PM
How is it a waste of Manpower? What else should i order my Heavy Machine Gun Team to do?
Title: Re: Perekop (6)
Post by: Elquattro on February 07, 2011, 05:49:45 PM
I don't want to change middle bridge.

Sorry pariah.

For the gun, do not use guns in a restaurant! roooooooooooooooooooo !!!! =( (xD lol)
Title: Re: Perekop (6)
Post by: Raider217 on February 08, 2011, 12:44:01 PM
Is it possible that for positions 1 and 6 at least one of the bridges connecting to the rest of their allies were not destroyed.

This is because it ends up being a very slow and over protective start for them otherwise havig to repair a bridge before being able to fight or capture additional points. Apart from that a cool and nice addition escpecially the statues acting as strat points  ;)
Title: Re: Perekop (6)
Post by: pariah on February 08, 2011, 01:36:49 PM
No, i don't much like that...

Also, i decided to try blocking an infantry bridge with a Tank Trap, and what do you know, it worked! I never would have thought to try to stop infantry with Tank Traps... I wonder if there's a way to stop tanks with Barbed Wire as well... I know there used to be...
Title: Re: Perekop (6)
Post by: Raider217 on February 08, 2011, 03:27:17 PM
What I mean is positions 1-2,3 (not 1-4,5) and 6-4,5 (not 6-1,3) at least one of the two bridges should be of the indestructable type otherwise you cap the points around your base and your then FORCED to repair a bridge in order to expand further this slows down your game and make the player(s) on those single islands harder to eliminate.

NTM a brit could just move his trucks there then blow up the bridges and give himself time to rebuild on the smaller island.
Title: Re: Perekop (6)
Post by: pariah on February 08, 2011, 03:30:50 PM
Uh-huh... But what's the point of having 2 bridges, anyway? There is virtually no incentive to repair both!
Title: Re: Perekop (6)
Post by: Analpirat on February 08, 2011, 04:45:01 PM
No, i don't much like that...

Also, i decided to try blocking an infantry bridge with a Tank Trap, and what do you know, it worked! I never would have thought to try to stop infantry with Tank Traps... I wonder if there's a way to stop tanks with Barbed Wire as well... I know there used to be...
Welcome to the world of high class laming ;-)
Soon you'll see why bridge maps are a bitch to play on, as you can manually place tank traps so close to each other that infantry can't pass them, thusly making even a large bridge practically impassable. It's just a retarded exploit that makes bridge maps even more unplayable.
Title: Re: Perekop (6)
Post by: pariah on February 08, 2011, 05:09:31 PM
"High class laming"? ???

But if it's possible to place Tank Traps so close together that even infantry can't get past, maybe you Eastern Front modders could fix that? I know that base buildings need room around them for units to pass, so why not Tank Traps for infantry?
Title: Re: Perekop (6)
Post by: Raider217 on February 08, 2011, 05:19:11 PM
So you know in the changelog for next VCoH patch that tank trap exploit is fixed
Title: Re: Perekop (6)
Post by: pariah on February 08, 2011, 05:26:37 PM
Cool, thanks Raider217! It feels so good to know that relic took my advice to heart. ;D
Title: Re: Perekop (6)
Post by: Raider217 on February 08, 2011, 05:54:29 PM
:O!!! Looks like in the next CoH patch, PE's HQ flaks won't cost population.

http://www.companyofheroes.com/forums/release-notes-32/topics/Release-Notes-012011 (http://www.companyofheroes.com/forums/release-notes-32/topics/Release-Notes-012011)

blackbishop's the one should thank for finding it
Title: Re: Perekop (6)
Post by: pariah on February 08, 2011, 06:10:36 PM
O.K. then, thanks blackbishop! And thanks Raider217 for the link!

"Fixed a bug where Supply Drops could not be picked up by snipers or weapon teams" - How about the A.I. stealing my Supply Drops before it's possible for the player to pick them up? Fuck that's annoying...

"Vampire's Divert Supplies will now camouflage the Vampire while it is active" - I have been hoping they would do that for a long time! Although, the ability doesn't seem to do anything when i use it... Anybody know how to effectively use a Vampire? ???

P.S. Sorry for the major off-topic, Elquattro!
Title: Re: Perekop (6)
Post by: Elquattro on February 08, 2011, 07:48:31 PM
No problem pariah =) !

I will changed strat game for perekop (bridge)
Title: Re: Perekop (6)
Post by: Ltevanlee on February 08, 2011, 10:39:31 PM
O.K. then, thanks blackbishop! And thanks Raider217 for the link!

"Fixed a bug where Supply Drops could not be picked up by snipers or weapon teams" - How about the A.I. stealing my Supply Drops before it's possible for the player to pick them up? Fuck that's annoying...

"Vampire's Divert Supplies will now camouflage the Vampire while it is active" - I have been hoping they would do that for a long time! Although, the ability doesn't seem to do anything when i use it... Anybody know how to effectively use a Vampire? ???

P.S. Sorry for the major off-topic, Elquattro!
I use them every once in a while, (when you got those extra resources) you have to park them in area where they don't look, but if they find it, your screwed.
Title: Re: Perekop (6)
Post by: pariah on February 08, 2011, 10:42:53 PM
Yeah, but they don't fucking do anything! I set them up in enemy territory, and my resources don't improve. So i turn it off, and turn it back on, and still nothing... ???
Title: Re: Perekop (6)
Post by: Elquattro on February 09, 2011, 11:32:39 AM
Hi all =).
New version perekop : perekop v0.92.
I've fixed IA and change bridge.
Title: Re: Perekop (6)
Post by: Elquattro on March 10, 2011, 09:19:56 PM
Hi Hi Hi Red community =) !

Perekop : Beta Version 0.95 (IA hard, more details...)

Screenshot Perekop v0.95 :

(http://diablo342256.free.fr/EF/img/perekop-screenshot01-v0.95.jpg)
(http://diablo342256.free.fr/EF/img/perekop-screenshot02-v0.95.jpg)
(http://diablo342256.free.fr/EF/img/perekop-screenshot03-v0.95.jpg)
(http://diablo342256.free.fr/EF/img/perekop-screenshot04-v0.95.jpg)
(http://diablo342256.free.fr/EF/img/perekop-screenshot05-v0.95.jpg)
(http://diablo342256.free.fr/EF/img/perekop-screenshot06-v0.95.jpg)
(http://diablo342256.free.fr/EF/img/perekop-screenshot07-v0.95.jpg)
(http://diablo342256.free.fr/EF/img/perekop-screenshot08-v0.95.jpg)
Title: Re: Perekop (6)
Post by: pariah on March 10, 2011, 09:56:15 PM
Looking very nice, Elquattro. :)  :(
Title: Re: Perekop (6)
Post by: Max 'DonXavi' von B. on March 10, 2011, 10:12:46 PM
I agree with pariah, but since when is grass growing on streets (2nd pic) ?
Title: Re: Perekop (6)
Post by: pariah on March 10, 2011, 10:22:03 PM
Yeah, but since when does the curb cut into the street? ;)
Title: Re: Perekop (6)
Post by: Max 'DonXavi' von B. on March 10, 2011, 10:27:10 PM
...since ElQuattro is mapper, dear pariah  ;) (congratulations for 300th post xD)
Maybe he just forgot to change the spline's order.
@ElQuattro: Use the buttons page up/page down to set which spline's ought to be on top after selecting them  :)
Title: Re: Perekop (6)
Post by: Elquattro on March 10, 2011, 10:55:53 PM
- grass growing on streets (it's a little bug =p, delete coming next version =) , thx)

- the curb cut into the street (love it =p).
No 3 possibility :
1- It's a boat factory, and there was accident with boat convoy (truck).

2- I'm too stupied to see what it's this object XD !

3- Error object

ps : thx for coment ^^
Title: Re: Perekop (6)
Post by: pariah on March 10, 2011, 11:03:06 PM
Yep. Grenadier posts. :D

Elquattro, what's so good about having the roads overlap so the curb will appear over it? Granted, it's not real life, so it won't pose a problem for light vehicles, but it still looks naff. :(
Title: Re: Perekop (6)
Post by: Blackbishop on March 10, 2011, 11:48:44 PM
Yeah, but since when does the curb cut into the street? ;)
I don't have problems with that :)... looked like the street was damaged xD.
Title: Re: Perekop (6)
Post by: pariah on March 11, 2011, 12:03:07 AM
I dunno... I don't see it like that.

Here's an idea, Elquattro: Think you could cut the roads off just before they merge, and then start another road piece? That might look alright...
Title: Re: Perekop (6)
Post by: Seeme on March 11, 2011, 12:38:32 AM
Put a crater on it, so you won't see it.
Title: Re: Perekop (6)
Post by: pariah on March 11, 2011, 12:39:34 AM
But that will remove the effects of the road, won't it? :-\
Title: Re: Perekop (6)
Post by: Walentin 'Walki' L. on March 11, 2011, 01:52:37 PM
Missing dirt inside the trench :P.
Title: Re: Perekop (6)
Post by: Elquattro on March 11, 2011, 08:15:28 PM
Yeaaah thx walki1 , good idea ! more Dirt inside the trench :p

I will changed bug road, and post more effect and crater =p thx seeme and pariah
Title: Re: Perekop (6)
Post by: Dzierzan on March 11, 2011, 08:22:35 PM
There is a bug, my troops can't cross this bridge.

And why i don't see loading screen, i mean i see logo CoH, you wrote that you made loading screen.

AI is more difficult, this is very good. I have to try again this map on BK mod. Anyway good luck to making new bridges maps.

Title: Re: Perekop (6)
Post by: pariah on March 11, 2011, 08:28:27 PM
Yeah, the loading screen is bugged somehow. :(

And why do the Soviet infantry in your screenshot have Retreat and Withdraw butttons? ???
Title: Re: Perekop (6)
Post by: Dzierzan on March 11, 2011, 09:07:10 PM
@pariah
Have you ever played as Soviets, because your question is werid? Two, cause second one (red) is retreat to medic truck.
Title: Re: Perekop (6)
Post by: cephalos on March 11, 2011, 09:27:09 PM
Yeah, this is Retreat to Medic Truck button. Personally I hate idea of retreating soivets to MT. Second retreat was given only Brits, because they are really slow and cumbersome. Soviets aren't.
Title: Re: Perekop (6)
Post by: pariah on March 11, 2011, 09:28:18 PM
No, i haven't played as the Soviets, but according to a tip that is displayed during a loading screen, the Soviets can't retreat.
Title: Re: Perekop (6)
Post by: IJoe on March 11, 2011, 09:43:26 PM
No, i haven't played as the Soviets, but according to a tip that is displayed during a loading screen, the Soviets can't retreat.
Those tips are there since version 1.0. Don't mind them a lot.

Post Merge: March 11, 2011, 09:48:26 PM
Yeah, this is Retreat to Medic Truck button. Personally I hate idea of retreating soivets to MT. Second retreat was given only Brits, because they are really slow and cumbersome. Soviets aren't.
I would suppose, that this "retreat to MT" ability is a trade-off for the fact, that soviets have no transport whatsoever, and no barracks to make units right on the field.
I don't know, how much it is fair, but it is useful for sure.  ;D
Title: Re: Perekop (6)
Post by: Elquattro on March 12, 2011, 08:04:21 AM
I've more problem with windows vista for develop with worldbuilder and ModStudio (Bad request, uploadFile Error...) -> bug loading screen, and More grass.

Thx for test, i changed bridge error, and all bug texture, and more Dirt inside the trench ... (you can download new version v0.96).

Next Version : v0.97 -> more Grass !
Title: Re: Perekop (6)
Post by: Walentin 'Walki' L. on March 12, 2011, 03:21:17 PM
The river needs some more design looks like... hmm... made by a digger? :D Use ditch textures this will help.

EDIT: Yes and edit the territory make sure the parts which are inside the water are "Null" (black in territory view).
Title: Re: Perekop (6)
Post by: Max 'DonXavi' von B. on March 12, 2011, 03:44:01 PM
EDIT: Yes and edit the territory make sure the parts which are inside the water are "Null" (black in territory view).

But don't forget to keep a connection between the territories seperated by the rivers underneath the bridges to avoid the territories on the other side being useless because there is no connection, so you aren't suuplied by the other side.
Title: Re: Perekop (6)
Post by: Elquattro on March 13, 2011, 09:32:20 PM
Thx walki1,
i will changed river and territory (no problem maxiking6, i make a link territory with bridge ) =)
Title: Re: Perekop (6)
Post by: Elquattro on August 26, 2011, 08:18:11 AM
Hello world,

It's a long time since I can't find time to finish this map,
"I have a new job, new home ..." ..

To finish this card, I need help for loading map.
I ve on Windows Vista, and it don't want to load the loading map in compile.

Can help me to finish the map, please !
Thanks and see you soon.
Title: Re: Perekop (6)
Post by: Dzierzan on August 26, 2011, 08:49:18 AM
Hmmm maybe you should save pic as tga (use gimp or photoshop) and put it where perekop is (it should be saved as sgb) and then save all as sga. For me it works.

I'm glad that you're here again :).
Title: Re: Perekop (6)
Post by: Elquattro on August 26, 2011, 11:12:44 AM
Thank you for the answer TheDzierzanPL,
I will try again this afternoon. I hope Vista does not sulk, this time ! >:(

I'm glad once again time for the eastern front,
And recover my comrades eastern front  :D

Post Merge: August 26, 2011, 03:55:12 PM
Thank you very much TheDzierzanPL !

It's Ok  :)

I can put you in thanks for my 2 maps?
Title: Re: Perekop (6)
Post by: Dzierzan on August 27, 2011, 04:17:31 PM
Go ahead :).
Title: Re: Perekop (6)
Post by: Elquattro on August 28, 2011, 08:56:36 PM
Hi  :D !

i've post a new version Perekop and Novorossiisk :
(More changed : More Detail, Bridges...)

Perekop : http://diablo342256.free.fr/EF/Perekop.sga (http://diablo342256.free.fr/EF/Perekop.sga)
Novorossiisk : http://diablo342256.free.fr/EF/Novorossiisk.sga (http://diablo342256.free.fr/EF/Novorossiisk.sga)

Big Thanks : Razoksky, pariah, MaxiKing6, TheDzierzanPL.
Title: Re: [Finished] Perekop (6)
Post by: TheVole on August 08, 2012, 02:23:12 PM
I am trying todownload this map and the link does not work. If any one has a copy would they be so kind to reupload it?

TY in advance : )
Title: Re: [Finished] Perekop (6)
Post by: Elquattro on September 13, 2012, 06:55:46 PM
Hi !

Trying to download in this link : http://diablo342256.free.fr/EF/Perekop.sga (http://diablo342256.free.fr/EF/Perekop.sga)

It's perekop version 1.0, but i prepared a new version 1.01.
- changed munition ressource quantity
- changed texture and add items.