-
I'm attempting to recreate lost map. So here is Kalach v2.0, but now I'm well prepared for any crashes or errors.
Also map will be designed in very middle of russian winter, and this means harsh conditions to fight in.
Progress Report #1
(http://imageshack.us/m/46/7875/hq1l.png)
The view on player's 2 HQ. I just had to begin somewhere.
(http://imageshack.us/m/39/5205/ammobunk.png)
Munitions 'bunker' - constructions of this kind will apperar very often, as for they provide not only resourecs ( nearby resource points), but also can give essential cover to player's infantry.
(http://imageshack.us/m/541/9241/ffild.png)
Ah, yes, very important. An empty piece of field. Very common in Russia, especially during winter. Unfortunatelly huge snowfall covered most of useful hideouts, so most of the map is just empty and snowy field. Players will be forced to build sandbags or improvised defences. But also imagine those tank battles... Anyway, some snowdrifts will also perform great if used as cover.
Progress Report #2
WB crashed. Nah, I've lost more time while rebooting PC than I would if I didn't have extra copy. Finally, with small steps I finished one of key-points:
(http://imageshack.us/m/4/4537/zamekc.png)
The Castle ( epic music here)... well, actually it's used as barracks for German infantry and Flak 4x20mm cannon.
(http://imageshack.us/m/151/7990/zamek2.png)
Don't worry, German fanboys, Flak is totally uncapturable, so you won't have probles with ruskies manning it... unless you build one for them. As you can see here lies one of X victory points ( x because I don't know the exact amount of them), and castle will also hide medium or high munition point.
NOTE: I have no idea if there was any castle near Kalach at all. I don't care though. It's just a map, not 100% image of real situation.
Progress Report #3
I had good luck today - WB didn't crashed :) and this is awaited update. Today we will visit the first parts of Kalach town.
(http://desmond.yfrog.com/Himg600/scaled.php?tn=0&server=600&filename=up33.png&xsize=640&ysize=640)
When traveling to Kalach the saddest thing which catches player's eye is destroyed ship with German combatants. War is dirty game, and even far away of frontline you can get shot too...
(http://desmond.yfrog.com/Himg855/scaled.php?tn=0&server=855&filename=up3.png&xsize=640&ysize=640)
In the very beginning of the town player will surely get controlled. Every few kilometers german soliders are checking ID and permisions to travel. This looks like really good strongpoint, but beware the ditch dugged around the controll point. It seems to be a trap...
(http://desmond.yfrog.com/Himg31/scaled.php?tn=0&server=31&filename=up334.png&xsize=640&ysize=640)
Finally in Kalach. Here we have Kalach's main workplace - a tractor factory, which produced tractors before the war, but now, in german hands, it's used as a fuel depot. Shipping and refilling barrels is it's main task. Whoever captrues the Tractor Works, will gain a huge fuel boost.
(http://desmond.yfrog.com/Himg215/scaled.php?tn=0&server=215&filename=up3344.png&xsize=640&ysize=640)
Yeah, I know it's not Kalach. Remember the castle from previous report? This heavilly damaged improvised defence line lies just behind a tiny brook which flows behind the castle. Untextured, as you can see :)
Off we go! Next update surely will show moar Kalach buildings :) and expect something surprising, because there will be a hidden easter(n) egg. See you next time!
Progress Report #4
While everybody is busy drooling about new patch I've finished another part of map.
(http://imageshack.us/m/818/3476/xsd2.png)
The second part of our trip around Kalach suburbs. Next update will take us on the other side of river....
(http://imageshack.us/m/545/3853/mmap1.png)
And how the overall situation looks like.
(http://imageshack.us/m/23/1065/whatk.png)
"No... they did it again... damn fanboys slip here during the night and show how do they love EF...."
... question: What did Hans saw?
Progress Report #5
I finished left island in almost 95%. There's still a piece to be done, but I'm just too tired today.... and 1.40 came out :-X
(http://img814.imageshack.us/img814/8954/hq2u.png)
View on Players' 2 HQ sector.
(http://img813.imageshack.us/img813/5990/hillh.png)
I just couldn't resist to put this lovely frozen lake :) however units on the surface of lake will suffer cover penalty.
(http://img33.imageshack.us/img33/3678/hvdf.png)
Heavy defensive position.
(http://img860.imageshack.us/img860/1556/kaly.png)
Some rural buildings on the other side of Kalach.
(http://img685.imageshack.us/img685/3118/postgw.png)
Another guard post. Notice the fuel 'bunker' to the right.
(http://img811.imageshack.us/img811/6603/68894003.png)
Hill 72 - one of the most important positions along Don river - which army controlls Hill 72, controlls supplies delivery by river.
Also I decided about amount and allocation of Victory Points. Because I personally hate 3VPs games, and heavy fighting for getting just one point, I decided to put 5 VPs. Also they will be placed in way to allow players perform tactical assaults and will force defenders to split their forces.
Progress Update #6
Sorry for such long waiting, but this annoying 503 error is making me furious. Also I had some exams, and more of them is coming, so next update may appear in far future.
Finally I started to build Kalach town. It is rather small, cramped area, with lots of buildings allowing to create hard to pass barrier.
(http://img200.imageshack.us/img200/6687/portq.png)
As mentioned before river is one of the most important way to deliver supplies.
(http://img864.imageshack.us/img864/8927/saitan.png)
Next to the river we have elevated area with few buildings, providing 360 degrees if fire.
(http://img9.imageshack.us/img9/2277/lolvpz.png)
Fighting is such terrain is going to be close ranged and very bloody.
(http://img694.imageshack.us/img694/1678/strret.png)
Obviously the easiest way to enter Kalach is to follow the road. But there are other ways - safe or not.
(http://img819.imageshack.us/img819/4576/zenutum.png)
A very center of Kalach - go for the victory point and take it for our own!
(http://img3.imageshack.us/img3/3671/ovaerall.png)
... and how looks like the big picture. Sorry for the ground textures, but they have tendency to 'walk' all around map when making sky-high pictures. Red dots show positioning of VPs.
Progress Report #7
... if I'm not wrong. Ummm.... yeah I said there won't be any update for few weeks... well, some of my professors on the university decided to get ill ( getting ill in summer sounds pretty stupid, I know, but hey! most of them are after their 60s). Anyway - thank you, professors :)
(http://img694.imageshack.us/img694/2255/soicha.png)
Another part of town.
(http://img135.imageshack.us/img135/5494/llol.png)
Defence line finished.
(http://img508.imageshack.us/img508/6936/ciongi.png)
Only one fighter was needed....
Progress Report #8
Exams are gone! I'm free! Freeeeeedooooom!
... right, enough this William Wallace. I'm speeding up with Kalach now. Hell, I might even try to make another map :D
(http://img37.imageshack.us/img37/314/50100358.png)
Near northern bridge.
(http://img842.imageshack.us/img842/2816/33161399.png)
A Kalach's train station. As a provincional town Kalach won't have huge multi-tracked train station.
(http://img534.imageshack.us/img534/1623/82510678.png)
A tracks. What have you expected?
(http://img807.imageshack.us/img807/1006/33290184.png)
The nasty defensive position. Breaking through this might not be such easy as some soviet comissars claim.
(http://img94.imageshack.us/img94/3371/25133755.png)
A church in Kalach. Antoher good MG position.
(http://img7.imageshack.us/img7/806/49738886.png)
Street on north of Kalach. there won't be any town buildings from here to Axis base.
-
Sweet! I love the munition bunker. :)
Let's hope your WB won't crash again.
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it did. bloody bastard. but I have 4 extra copies, every time I save I copy antoher 4 :D
Post Merge: May 18, 2011, 11:15:33 PM
Progress Report #2 ready. Enjoy :)
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Yeeey, nice ruin :D
One thing though - please remove the FlaKVierling ;)
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why? it can't be captured ( it's out of playable area)
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It's getting better all the time... ;D
One little complaint though: in PR№1 there's a stone road, I think, - highly unlikely to happen in the rural area those times.
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hmmm.... I'll try to check other versions then. But I like this stone road :)
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I like this stoneroad too! Please leave it as it is, it looks kind of.. rural :P
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Your map really is something special and I can’t wait for a download. I think winter played a huge role on the eastern front and more maps should reflect the battles that took place. Keep up the good work.
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good to know you like it :)
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how do I install this maps
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Download it, and do the following:
If it's a .sga file, put it in "C\Users\%username%\Documents\My Games\Company of Heroes\WW2\Scenarios\"
If it's a .sgb file, put it with all the files that also belong to the map (lots of .tgas and few more) in:
"C\Users\%username%\Documents\My Games\Company of Heroes\WW2\Data\Scenarios\MP\"
:)
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^^ thx max ;D
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looks like a very good map, but how big is the map?
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looks pretty big to me
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Nice map dude but in the 3rd screenshot I can see a thunderbold wreck replace it with a henschel and also that part looks very clear you should probably add a small trench there.
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Progress Update #3 uploaded. Enjoy :)
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ballin! :D
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Progress Report #4 ready. Have fun ;)
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Sweet, ceph! :D
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Sweet, ceph! :D
did you found what did Hans see?
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No sorry mate I'm kind of blind :P
What did he see?
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A truck?
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Maus? XD
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;D
well, actually maus was on my mind... ::) but it would be... too obvious?
Carry on.... ;)
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Any hints? Was it a tank?
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Fire?
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1) The yellow snow ? :P ;D
2) The enemy un-builded HQ ?
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@Moonwalker - your 1st answer is really *this*close to truth :)
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You mean there is something snowbound in that little white hill on the ground?
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eh... look at the ground textures.... it's sooo visible that it's easy to miss... take a look at the big picture instead of foucsing on small things :)
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Nothing..I give up...
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Me too. ???
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It says EF on the ground. 8)
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...Where? ???
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It says EF on the ground. 8)
... and we have the winner!
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Well could you please highlight it or zoom in or something? ???
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ah and another thing. The fence has no post! The fanboys have stolen it :o.
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LOL there is EF in ground
(http://imageshack.us/photo/my-images/819/whatkh.png/)
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Wow that was hard to spot thankfully I dont have to do that for a living :P
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ah and another thing. The fence has no post! The fanboys have stolen it :o.
:-X
and how do you think, how did they wrote EF on the ground? Using fingers? ;)
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They flamed it.
Fanboys flamed EF on the snowy soil.
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in 40 minutes I'll try to upload next update. Stay tuned.
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Hey, thanks for the circle, TheDzierzanPL. It looks closer to FF to me, but whatever. It's still extremely subtle.
Was that an intentional Easter Egg, cephalos?
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;D
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I'll take that as a... maybe?
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yep. It was intentional ;) but I have one more to make... or two :P
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More Easter Eggs? Sweet!
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Progress Update #5 is here!
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Dude, this map is going to be fantastic! ...So long as it's not bugged...
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Dude, this map is going to be fantastic! ...So long as it's not bugged...
... I hope not >:(
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Hill 72 looks perfect, mate. Could you please make me to your internal beta tester? :P
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Hill 72 looks perfect, mate. Could you please make me to your internal beta tester? :P
I don't understand question... :P
It was my aim to make betatesting team of me, you, pariah and Seeme ( if you guys want to, ofc) :)
For now there will be a little break in mapmaking. I'm driving back to home at saturday morning, and until monday evening I won't be home. Maybe I'll post some updates tomorrow :)
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Sorry, mate, but my current computer can't play Company Of Heroes. Hopefully i will get my harddrives back today, and finally be able to install 7, but i doubt it...
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Hill 72 looks perfect, mate. Could you please make me to your internal beta tester? :P
I don't understand question... :P
It was my aim to make betatesting team of me, you, pariah and Seeme ( if you guys want to, ofc) :)
For now there will be a little break in mapmaking. I'm driving back to home at saturday morning, and until monday evening I won't be home. Maybe I'll post some updates tomorrow :)
Ok that sounds nice. But pariah can't play, right?!
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:'(
such a shame... I'll find somebody to replace you then... I'm still waiting for the day, when we will get owned by pariah ;D
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Yeah. That will be an event of international interest. Truely. :P
I suggest one more tester - Cranialwizard!
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signed. or we can make open beta... nah, that's lame ::)
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signed. or we can make open beta... nah, that's lame ::)
Haha yeah you're right. :D
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Nah, take a note from Eastern Front, and make beta testing donation-based. ;D
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pfff..... next update is ready. enjoy :)
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WOW!!! :o :o
Simply awesome!!!
Hans didn't see nothing this time? ;D ;D ;D
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hey you are doing a great work !!!!!! can't wait the moment to play on this map ;D
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glad to know you like it :)
... and I have one more mapping project idea....
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The city looks amazing!! :o
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It's awesome, my friend. I think the devs won't be able to not include it. It is an Eastern Front must have. :)
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You are one of the most talented mappers I have ever seen. The only that seem to rival you would be The spindex or playmobil. I look forward to more updates and can't wait to play on it.
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yay, guys, c'mon, I'm not such a good mapper :-[
and this is what I'm going to create next time:
(http://wiki.worldoftanks.com/images/3/3d/Malinovka_mini.jpg)
it's Malinovka from WoT. I love this map ( 3 kills minimum each game :D )
I'm gonna make it a bit smaller, and add something from me :)
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it's Malinovka from WoT. I love this map ( 3 kills minimum each game :D )
I'm gonna make it a bit smaller, and add something from me :)
Uh I hate the path through the mountains. You're not able to navigate and fall back because you got friendly tanks behind you.
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there won't be any mouintains, walki1 :) only plains.
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meh! But what if I want! ;D
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then you can do this map, and I'll skip to Prokhorovka :) this is sooooo cool map, seriously, I don't know which one to do first.
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I simply HATE WITH ALL MYSELF THIS WOT MAP (no offense Ceph)...Try to do Ruinberg or Lakeville. ;) :D
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I'm playing Tank Destroyers, so I love open spaces.... :)
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It's funny that you bring up recreating World Of Tanks maps in Company Of Heroes, because just yesterday i was talking to Maxi about recreating Company Of Heroes maps in MineCraft. :D
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Well, WoT and COH is different games. I would suggest limiting the open spaces and making it have a lot more cover, since these maps are made for tanks, not inf.
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sure Seeme, this will be changed of course, don't worry. Those are plans and they might evolve ::)
Post Merge: June 08, 2011, 06:18:32 PM
it occured that I had a bit more time today, so I decided to make some progress. Update 7 ready.
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Nice update, as usual. :)
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So, how is progress? I want really play this map ;D.
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... exams, unfortunatelly :( but I'm doing small things, like houses or streets when I have 10 minutes to spare. No big update though yet.
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Progress Report #8 was uploaded. Enjoy.
1. Can imageshack get rid off me? I've uploaded soo many pictures that I'm quite afraid they can ban my IP or something...
2. I think I found the issue with WB crashing. Every time I have big mapping project left unfinished, and I'm returning to it to add some stuff, all NEW maps I create are causing crashes when using Height and Texture tools ( you know, ground painting).
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I shouldn't think they would ban you for using their services. ;)
Where did you get that church from? Is that new in Eastern Front or something? I don't recall seeing it before... :-\
Nice update, man. It's looking great! :)
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Your map looks really impressive cephalos, keep up your good work.
@pariah:
The church is made by relic, but nobody does really use it ;)
Mystic
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Oh, thanks Mystic. I wonder how many other buildings and stuff there is in the WorldBuilder that nobody uses...
-
There is a nice looking V2 rocket that no one uses.
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I wonder how that big ship got there when there are impassable bridges all around
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Your map looks really impressive cephalos, keep up your good work.
+1
It really deserves a place in EF! I hope that devs consider including it in the next update.
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I wonder how that big ship got there when there are impassable bridges all around
SCIENCE!
(http://i597.photobucket.com/albums/tt60/JinchuIndigo/img12.jpg)
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Any news? I really want play this map.
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Hmm... I unfortunatelly had to stop working. WB crashes all the f*cking time, and I even can't place objects and other stuff.
I just don't know what to do, and it looks like somebopdy else will have to finish map... :-\
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Maxi can do it! ;D
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Maxi can do it! ;D
Would be an honour to do so. :)
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And would probably kill you. ;D
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Nah.. ;)
Ceph if you're OK with me as the guy who finishes your great work, I'd love to see a PM including a download link. I will follow your instructions precisely and all the credits will go to you. :)
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After council with Maxi we both agreed that map is too big for 2v2. So Kalach will be released as 3v3 map. And for now Maxi is going to post updates, because he was so kind to finish this map :)
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Progress Report #9
After Cephalos' Worldbuilder stopped working, I took over the project to finish the last 25% of blank are that remain to be filled.
It's Summer Holidays, although it doesn't really feel like it, means a lot of time for me to invest in mapping.
As Cephalos already has announced, it will be a 3v3 map.
Enough the words, here some screenshots of what I did today:
Overhead map.
Red - Today's progress/my operating area(12 hours)
Green - bridges changed; outer ones indestructible, inner ones destructed but repairable
White - remains to be done
(http://img811.imageshack.us/img811/9933/kalach4.jpg) (http://imageshack.us/photo/my-images/811/kalach4.jpg/)
The other, new side of the train station
(http://img684.imageshack.us/img684/2192/relic00350.jpg)
A little fortified whatever, just seemed nice that way:
(http://img814.imageshack.us/img814/8445/relic00351.jpg)
Winter forest and frozen pond - could be almost romantic if it wasn't a computer game
(http://img43.imageshack.us/img43/8828/relic00352.jpg)
Ammo bunker, crashed train and the recently added hill
(http://img171.imageshack.us/img171/8756/relic00353.jpg)
A guardpost outside Kalach - to control what comes in there..
(http://img607.imageshack.us/img607/5325/relic00354.jpg)
The fortified hill
(http://img813.imageshack.us/img813/862/relic00355.jpg)
Hope you enjoyed these, make sure you take a look at this tomorrow, same time. ;)
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Nice update!
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I like your fortified whatever :)
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I like your fortified whatever :)
+1 me too :D you've found what to do with it. I was nearly 100% sure I'll delete it, but WB started to freak out. It's fabulous piece of work, mate :)
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Thank you. I thought ceph that you wanted to get surprised ;D
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Perfect map for EF :).
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yeah the maps looks so nice
just hope that its not to big with too many objects on it so it starts to be a map which laggs on many pc´s like Zhytomyr
but im sure maxi knows how to handle this :D
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I'll test it this evening, let's see what will come out. Would also love to see this in a possible Stalingrad campaign.. It just looks like to be born to be a campaign map, also size-wise (640x320 playable area).
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this sounds good^^
btw the game this evening
we make a 2vs2 on the 3vs3 map or a real 3vs3?
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Not this evening, I think I'll first send it back to cephalos so that he can take a look at it and check my work, then he will probably want to test it, too.
Work isn't finished when every part of the map is finished, it will still need some minor improvements here and there.
Map should be filled by 10PM GMT though (means 0:00 for us in Germany).
Then I will probably test it, improve some things and send it to ceph.
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Winter forest and frozen pond - could be almost romantic if it wasn't a computer game
Don't underestimate the power of videogames, man. ;)
And i think every map needs a "fortified whatever". ;D
This is great work, Maxi & cephalos. Really fucking great. I think you both need 'Mapper' badges. :P
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This is great work, Maxi & cephalos. Really fucking great. I think you both need 'Mapper' badges. :P
I would have gotten one if I wasn't translator already, thus the Donator badge also doesn't show. Imagine me to have all three banners like you have your double donator badge ;D
If I understood blackbishop right, every map is added in that doesn't harm Mystic's rules and has a certain quality. Kalach has this quality so I'm sure it will be added in.
Because all of you love the fortified whatever, I'll post another screenshot of it in some minutes before I finally finish Kalach.
:)
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I think you both need 'Mapper' badges. :P
Maxi has already one, and I don't need 'Mapper' badge to make maps :P
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This is great work, Maxi & cephalos. Really fucking great. I think you both need 'Mapper' badges. :P
I would have gotten one if I wasn't translator already, thus the Donator badge also doesn't show. Imagine me to have all three banners like you have your double donator badge ;D
If I understood blackbishop right, every map is added in that doesn't harm Mystic's rules and has a certain quality. Kalach has this quality so I'm sure it will be added in.
Because all of you love the fortified whatever, I'll post another screenshot of it in some minutes before I finally finish Kalach.
:)
Screenshots? ^-^
-
Progress Report #9.1 - The Fortified Whatever
(http://img825.imageshack.us/img825/7393/relic00357.jpg)
(http://img37.imageshack.us/img37/131/relic00358.jpg)
(http://img148.imageshack.us/img148/1761/relic00359.jpg)
;)
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man that looks so fortified ;D
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Looks amazing!
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man that looks so fortified ;D
Strange.. ^-^
Looks amazing!
Thanks! :D
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Cool, yo! O0
I see no reason you can't have all 3 badges, Maxi. :P
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I see no reason you can't have all 3 badges, Maxi. :P
Let's see.. because it would look strange? ;)
Badges don't matter to me anyway.
O0
Edit:
Modified gate to the tractor factory.
(http://img854.imageshack.us/img854/611/relic00360.jpg) (http://imageshack.us/photo/my-images/854/relic00360.jpg/)
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You deserve them, Maxi. ;)
By the way, any idea what that text says in the screenshot?
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I see no reason you can't have all 3 badges, Maxi. :P
Let's see.. because it would look strange? ;)
Badges don't matter to me anyway.
O0
Edit:
Modified gate to the tractor factory.
(http://img854.imageshack.us/img854/611/relic00360.jpg) (http://imageshack.us/photo/my-images/854/relic00360.jpg/)
That's awesome! :D
You never fail to impress XD
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haha Maxi, Pylewski rulez 8)
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He's everywhere, from the Normandy to Stalingrad. Worldwide business. ^-^
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ahhhhhh its fucking awesome^^
cant wait to test the map :D
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Progress Report #10
Ladies and gentleman,
I'm proud to announce that Kalach is almost done. The map is filled completely and I only need to wait for cephalos to tell me some of his ideas to create a sector layout.
When the sector layout is done, the map will be tested by the chosen few (two free slots remaining!).
The next update will contain the tactical map, some ingame shots and the loadscreen.
Here something for you to stare at:
It's done.
(http://img19.imageshack.us/img19/2458/kalach5.jpg) (http://imageshack.us/photo/my-images/19/kalach5.jpg/)
The road leading past the fortified something
(http://img839.imageshack.us/img839/7576/relic00362.jpg)
Everyone needs wood when it's winter!
(http://img804.imageshack.us/img804/1788/relic00363.jpg)
Zey won't enter our territory!
(http://img577.imageshack.us/img577/1948/relic00364.jpg)
Starting position 6 with some snowy fields. Nothing to grow here..
(http://img593.imageshack.us/img593/6720/relic00365.jpg)
Starting positions 4 and 5 behind some fortified hills
(http://img51.imageshack.us/img51/8798/relic00366.jpg)
And here some eye candy:
Pytlewski with two workers in front of his factory (because he's awesome)
(http://img585.imageshack.us/img585/5037/relic00361.jpg)
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Nice! What units are they in that last picture?
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Partizans type 2 and 3. ;)
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Fantastic man, superbly detailed, can't wait to test it.
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Fantastic man, superbly detailed, can't wait to test it.
and let's hope it's not overdetailed ;D
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Fantastic man, superbly detailed, can't wait to test it.
and let's hope it's not overdetailed ;D
You need to know, man, you built it! ;)
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me want to test too pls :D
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Fantastic man, superbly detailed, can't wait to test it.
and let's hope it's not overdetailed ;D
You need to know, man, you built it! ;)
ekhm... hey, don't throw everything on me! You have your part in making it too. That's why I think the map should have description: Created by Cephalos & MaxiKing6 - because without Maxi this map propably wouldn't be ready.
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ekhm... hey, don't throw everything on me! You have your part in making it too. That's why I think the map should have description: Created by Cephalos & MaxiKing6 - because without Maxi this map propably wouldn't be ready.
Is work of a quarter of the map's size really worth that? :-\
me want to test too pls :D
Granted! ;)
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Yes. ;) Don't be so modest, Maxi. :P
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It's not about quarter, it about finishing map. My fellow WB would happily screw all my hard work with smile on his bit-face, and map wouldn't be completed. That's why I think your name should be there too.
-
thx ;)
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so with killar we would be 5 right?
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It's not about quarter, it about finishing map. My fellow WB would happily screw all my hard work with smile on his bit-face, and map wouldn't be completed. That's why I think your name should be there too.
Meh, I really don't care. It's ok for me in every way. AFAIK there are no typical EF loading screens being done anymore since the initial release.
PS @cephalos:
If you've got the map and look at in the WB, try switching off the water in the View settings and look at the bottom of the river ;)
so with killar we would be 5 right?
Yep.
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Official testing team consist:
me ::)
MaxiKing6
Cranialwizard
Killar
evilSpike
... have I forgot about somebody?
-
Official testing team consist:
me ::)
MaxiKing6
Cranialwizard
Killar
evilSpike
... have I forgot about somebody?
Burro maybe? :P
-
if he agrees, why not? :D
-
I'll do the tactical map and the first testing tomorrow. After mapping several hours since two days now, my brain needs to rest.
Make sure to come back tomorrow for Progress Update #11.
-
" i finish your map, too" ;D
Nice one Maxi! Cant wait to play it
-
Teams:
MaxiKing6
Cranialwizard
Killar
VS
Cephalos
Evilspike
???(Possibly Burro?)
This sound good or should we mix it up like this?
Maxiking6
Cephalos
Killar
Cranialwizard
EvilSpike
??? (Possibly burro?)
-
I think the first constellation is the better one. Each team should get one member who knows the map.
-
I think the first constellation is the better one. Each team should get one member who knows the map.
Sounds good, looking forward to it :D
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I can test, sure. I'm in all day, add me on steam or something.
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So we got our testing team.
Teams:
MaxiKing6, Cranialwizard, Killar
Cephalos, evilSpike and Burro
all now what needs to be done is the map ;)
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I can test, sure. I'm in all day, add me on steam or something.
Nice to have you in. ;)
I just need to adjust some minor things and do the Relic style tacmap, then it's ready for testing.
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Thought I was in the beta!
Guess I posted to late :P
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I can test, sure. I'm in all day, add me on steam or something.
Nice to have you in. ;)
I just need to adjust some minor things and do the Relic style tacmap, then it's ready for testing.
sounds good
i think in 2 hours im also back at home and ready for action^^
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I can test, sure. I'm in all day, add me on steam or something.
Nice to have you in. ;)
I just need to adjust some minor things and do the Relic style tacmap, then it's ready for testing.
sounds good
i think in 2 hours im also back at home and ready for action^^
I think I'll be ready in 2 hours too.
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TacMap should be done by then, I only need the details layer.
-
9:00 forum time? ok
Edit: then i have time left to mow the my lawn ;D
-
I'm fine with that.
-
Can someone post the sector layout so I can have a check? The map looks fantastic guys. Both your names should be on this masterpiece. Have fun testing.
-
I will post the tacmap in some minutes together with ingame screens. ;)
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Can someone post the sector layout so I can have a check? The map looks fantastic guys. Both your names should be on this masterpiece. Have fun testing.
When it's submitted to EF we can take a look at the sector layout and suggest any changes necessary. Last time I made a few minor sector suggestions to Maxi for Lemberg.
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Progress update #11
Today we bring to you the last update before the release. It features the tacmap showing the sector layout done by me as well as the designated loading screen, captured on the northern hill.
The new screenshots shown are either ingame shots or done in WB, latter shows the freshly added fx markers and grass.
Loading screen
(http://img543.imageshack.us/img543/2108/relic00385.jpg) (http://imageshack.us/photo/my-images/543/relic00385.jpg/)
TacMap
(http://img696.imageshack.us/img696/2426/kalachtm.png)
Ingame screenshots
(http://img29.imageshack.us/img29/9342/relic00367.jpg)
(http://img14.imageshack.us/img14/3770/relic00369.jpg)
(http://img199.imageshack.us/img199/223/relic00370.jpg)
(http://img220.imageshack.us/img220/2091/relic00371.jpg)
(http://img580.imageshack.us/img580/7470/relic00373.jpg)
(http://img190.imageshack.us/img190/5488/relic00374.jpg)
Some fx marker examples
(http://img818.imageshack.us/img818/4625/relic00382.jpg)
(http://img804.imageshack.us/img804/7962/relic00383.jpg)
(http://img811.imageshack.us/img811/3016/relic00384.jpg)
The closed beta players will receive a PM including a download link in some minutes, just be patient. ;)
-
mmmm.... sector layout is going to be fun :P easy to cut off 16 fuel points...
EDIT: and one more thing. Can beta run in more than 30 mins? I have 1.4 patch downloading and I'm not ready now :-\
-
All testers arent even online yet. I think 10:00 Forum time meeting at mod chat channel?
-
mmmm.... sector layout is going to be fun :P easy to cut off 16 fuel points...
EDIT: and one more thing. Can beta run in more than 30 mins? I have 1.4 patch downloading and I'm not ready now :-\
I like cut off points, they promote partisan gameplay and make it easier to break through.
I'm OK with that I guess...how long ETA?
-
10:00 forum time/meeting at the mod channel is ok.
Upload is done, I'll write the PMs now.
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All testers arent even online yet. I think 10:00 Forum time meeting at mod chat channel?
With light of delays I might run out and grab some food and file paperwork at the school.
-
Ok, I'll be there then. See you around :D
-
I'm okay with that, downloading the beta now.
-
The secong game was epic. I counted ~12 Stugs on my side, ~10 panthers rolling around, some panzer IVs, a Tiger Ace, several T-34s and SU-85s and even 4 or 5 IS-2s by master Burro.
Shame we are not able to post the replay here because our team was able to capture one last VP at 1 point left and we almost rushed their bases. :P
-
almost? we did!!
but with 7 panthers on the field i had pop cap and coulnd secure the VP :P
-
hell yeah, game was awesome. But map needs tweaking, and I'm talking about VPs mostly.
-
Currently working at it.
Congrats for reaching Mr. Spam rank! :)
-
Oh, I didn't noticed that :D thanks !
-
Think you guys could post some screenshots of your epic carnage? :P
-
... do we have any, guys? ::)
-
You could always take some pics in the replay. ;)
-
Bug/Balance fixes:
- Assigned the base MGs of starting position 3 to player 3
- Removed on of the VPs, moved them further to the middle of the map
- Exchanged the +16 munition and fuel points by +10 ones
- Widened the space between the houses at the northern entrance of the island to improve the pathfinding and stop an unfair disadvantage when retreating.
... do we have any, guys? ::)
I'll try to load the replay and post some of these.
-
adding a bridge for infantry between the non destroyable and destroyed bridge mear the middle?
-
I tried to save both replays but they didn't save for some reason -.-
Some screenshots of the carnage would be great, second game was just... epic.
-
adding a bridge for infantry between the non destroyable and destroyed bridge mear the middle?
sounds interesting...
I tried to save both replays but they didn't save for some reason -.-
Some screenshots of the carnage would be great, second game was just... epic.
I must admit, ISU is tough beast, but against 5+ panthers it.... just suck.
-
I tried to save both replays but they didn't save for some reason -.-
Some screenshots of the carnage would be great, second game was just... epic.
I couldn't save my replays either. The second game was indeed epic. The first was great too but the 2nd was filled with those "Osht" moments. Had my ace not been knocked out we might have won.
-
HEY! Cut this disscussion out! Others didn't played and they will be jealous!
Soon Maxi is going to post release link, am I right?
-
Sorry pariah and others, I wasn't able to load the replay.
Soon Maxi is going to post release link, am I right?
10 mins ;)
Edit @cephalos:
Could you paste the progress reports into the first post as well as the download link you will see soon?
-
You cannot replay map sga, custom map. Only maps from mods, official maps from vanilla and maps saved as sgb can replay.
-
You cannot replay map sga, custom map. Only maps from mods, official maps from vanilla and maps saved as sgb can replay.
:( Is there a way to fix that?
-
You can add the map to the module file, in that way it should recognize it. Don't know why we got those nasty bugs, but IMO are priority before the next update rolls out.
* Eastern Front cannot load own saved games (skirmish).
* Eastern Front cannot play recorded games on 3rd. party maps.
-
@blackbishop
Why do you have only 667 post? I remember that you had much much more. Something i missed?
And where is map, where is map? :P
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You didn't know? He's the devil.
-
It reset to 666 a while ago, then went back up to almost 700, and seems to have reset again... ???
What's going on here, blackbishop? :P
-
Don't know... from time to time my post count is reset to 666 :P.
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Progress Report #12 - Public Release of Kalach
Ladies and Gentlemen, the moment you have been waiting for since years has finally come. Everyone of you is now able to play Kalach on your computers, as long as they are good enough because the map is a huge one.
The most recent bug fix I did was the replacement of the building on the castle hill, it was a SP object (from the Pocket of Falaise campaign) and couldn't be entered by Fallschrimjägers to appear outside of the house, that is possible from now on.
To come to the release.
Updated TacMap
(http://img835.imageshack.us/img835/95/kalach.png) (http://imageshack.us/photo/my-images/835/kalach.png/)
(http://img812.imageshack.us/img812/6623/downloadov.png) (http://www.mediafire.com/?d1r5egtg91pdd5m)
Have fun! :D
-
Good job Maxi. :)
-
My CoH don't see map. I put file in users/my games/CoH/ww2/scenarios. Any ideas?
-
Sorry, I fixed that. Somehow Corsix ignored the folder scenarios and mp while packing it. Happened a few times to me now, but this time it worked. Link updated.
Edit: Hosting a game on Kalach now!
-
Great work as usual. Are you going to continue work on Lehrter Bahnhof now? It is really nice to see such a talented mapper working on these cool projects. Keep it up!
-
Thank you :)
I will indeed continue with Lehrter Bahnhof in the following days.
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wow, nice work. will take a deeper look for this map this week! :)
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I've been spending the past few hours thoroughly considering the sector layout and I've come up with some changes. I feel like these alterations are better for gameplay and better show off your map making skills (both of you). For instance, I made both the exploded barge and fortified whatever into fuel locations.
I was tossing up on switching the undeniable munitions for both teams with the fuel at the barge/fortified whatever. I couldn't decide if the teams should have undeniable +5 fuel or +5 munitions. I liked your initial idea of 4VPs instead of the boring 3 so I changed that up a little. I thought the +10 fuels on either side looked "thrown in" so I changed that up too. Now, the high resources and the VP areas are a little seperate except for the +10 munitions points in the middle VP areas. All the +10 resource points now have cutoffs and I feel like all the secondary +5 points scattered throughout the map are in better combat zones. The strategic sectors are placed VERY specifically, even though the main ones outside the bases are massive. I feel like the areas there are a little underutilised but it is a huge map after all. I made uses of a few areas that aren't being used much like the area behind the railway station and the "townhouses" (the raised houses where I've put North VP now).
-
Interesting changes. The gameplay will change like your sector are layed out. Now the fighting is more concentrated to the city.
I think we need another testing :D
Btw this map looks more like a campaign map than a mp map! Nicely done guys
-
Yeah, the only reason I've taken such an interest in the sector layout/balance etc. is because the map is a masterpiece. It's shaping up to be by far the best 3v3 map I've ever seen/played. The attention to detail is superb. The only gripe I have is that the barges can't possibly fit through the bridges so it's a little nonsensical that they're there :P.
-
I think the barge shoould be removed and a infantry bridge should be placed there instead. Its to easy to block/defend the 2 players island.
But dont your think 4 VP´s will end up in a non moving war? We experienced that while playing.
-
Not really. 4VPs only turn stale on maps with too few crossings and destructible bridges. 3VPs would have to favour one team on this map because of it's design. With the North VP moved to the townhouses, it'd be foolish to block the 2p left island anyway. Either way, good players will be aggressive and push over. A few chokepoints shouldn't actually stop anyone too easily unless the bridges are actually destructible, which they're not.
I really don't like infantry bridges. They're blocked by a single tank trap and have far too little health. They make for bad gameplay IMO. I'd rather the small wooden bridge that is still crossable by tanks or a shallow river crossing. I think the locations here (in blue) need additional crossings (shallow river/frozen river crossings would be best IMO) and the location in green should be a small wooden bridge (found on best/hochwald, wide enough for tanks) or a metal infantry bridge rather than a wooden infantry bridge:
Post Merge: August 03, 2011, 12:18:01 PM
Silly me... The river near the castle IS crossable XD.
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What the hell!?! I can not play this map. Now CoH see map, but when i try play it, everytime is crash. I changed graphic, crash. I changed graphic to very low (everything low), crash. I cleaned my PC, still crash. Any ideas what should i do?
-
Are you trying to run it in vCoH? Maybe it has EF specific textures/units?
-
Your suggestions look very interesting, Dennis and I actually think they're worth being implemented. In our testing sessions, we had the problem of not a whole big combat but two fronts, a major one at the main land and a minor one for the hill on the left side.
Adding a bridge in the middle would be pretty good, I'll make the middle bridge an indestructible and leave the outer as they are, only the second and forth bridge will be destructed in the beginning.
I will have to have a closer look at the sector layout too.
If somebody is in for testing these changes in the evening that would be nice.
What the hell!?! I can not play this map. Now CoH see map, but when i try play it, everytime is crash. I changed graphic, crash. I changed graphic to very low (everything low), crash. I cleaned my PC, still crash. Any ideas what should i do?
Does somebody else have the same problem?
-
If anyone from the previous team is busy I'll gladly help test in their place.
-
If anyone from the previous team is busy I'll gladly help test in their place.
Sure, there will be a place for you. I don't think there's a 'team' anymore cause it's open beta now.
Changes to the bridges:
Before
(http://img35.imageshack.us/img35/1164/relic00389.jpg) (http://imageshack.us/photo/my-images/35/relic00389.jpg/)
After
(http://img405.imageshack.us/img405/2413/relic00388.jpg) (http://imageshack.us/photo/my-images/405/relic00388.jpg/)
-
Good idea with those bridges. And Dennis has also great idea for sector layout, as for the town didn't saw fighting at all ( well, maybe little KV-2).
Also I like idea of 4 VPs. That was my first idea in the past.
-
Looks better, probably be a little less effective sitting in negative cover defending that VP, although I have to admit my defence there was pretty resilient given the beating you gave me with that goddamn Howitzer :P
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... GoW annihilated everything you had there, Burro :-\
-
I have to admit my defence there was pretty resilient given the beating you gave me with that goddamn Howitzer :P
That was not only mine, both Cranial and Killar had also one pounding the shit out of your bunkers ;)
... GoW annihilated everything you had there, Burro :-\
plus that.
Burro are you in for testing this evening, let's say at 10:00 forum time? Until then the sector layout should be done too.
I note:
Dennis
Me
?
?
?
?
-
I'm out today, so don't count me :(
-
I'll be free then so I don't see why not.
-
Looks way better now with that new bridge.
Will Dennis sector layout be used?
Im in for testing 8)
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Currently I have to versions, one is the result of yersterdays testing and the other one the experimental with Dennis' sector layout and the changes to the bridges. Plus we will need a new loading screen now because the hill has changed a lot.
Killar, Dennis, Burro, me, ?, ?.
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Leave the loading screen. It's awesome!
-
I think evilspike will be in too. Lets test the Dennis version. Im looking forward to these changes (im eager how this will influence the strategy and fighting)
EDIT: some Ostheer units on the loading screen would be nice ::)
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That was a compstomp match in which I fortified the hill. Pretty lame. I think with today's testing, we can get even more awesome shots of that hill. ;)
-
Im looking forward to these changes (im eager how this will influence the strategy and fighting)
Me either.
That was a compstomp match in which I fortified the hill. Pretty lame. I think with today's testing, we can get even more awesome shots of that hill. ;)
With Ostheer, huh? ::)
-
which program do u use for screenshots?
-
I just press the Print (Druck) key ingame, for loading screens I use the console command "Misc_SuperScreenshot", for other games I use Fraps.
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I'm up for testing today. Is there a new version already?
10:00 forum time = 3PM eastern time yes?
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I can test it, but right now i have to try again kalach, maybe it will work. Dennis - yes, EF.
-
Try redownloading it and trying again? I think 10:00 forum time is 04:00 here. That's ok, I'll stay up.
-
I'm up for testing today. Is there a new version already?
10:00 forum time = 3PM eastern time yes?
New version will be uploaded until 8:00 forum time.
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OK kalach working for me. I can test next version.
-
So it's Dennis, Burro, Cranial, Killar, Dzierzan and me for this evening. nice.
-
Teams? :P
-
Dunno about you guys but I'm feeling PE.
-
I would like to see Burro v.s. Dennis. I think that would be a good show. :D
-
I think evilspike will be in too. Lets test the Dennis version. Im looking forward to these changes (im eager how this will influence the strategy and fighting)
EDIT: some Ostheer units on the loading screen would be nice ::)
yes if there is still a free slot im up for the next round^^
btw yes another loading screen would be better i think maxi and dennis knows why :D
btw some ostheer units in the background would be nice, maybe burro can handle this? :D
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How subtle ape... Yes I know why :P
-
Yeah, we will leave the loading screen up to Burro, nevertheless I will take some shots if Mr. Diablo isn't in the mood for that.
Teams:
Dennis
Cranial
Maxi
-
Burro
Killar
Dzierzan
Is that ok?
-
Seems swell.
-
i will change places with ape so he can play 2. round
-
Sounds good guys. This is in 2 hours right?
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Correct. I'm currently finishing the minimap.
-
Correct. I'm currently finishing the minimap.
Palpatine - Good (http://www.youtube.com/watch?v=xaA2eKABuEE#)
:P
-
All of you testers will receive a PM with the dl link in some minutes.
Sum-up of both games:
- Sector layout has become a lot better
- Walls of the Castle need shot blockers
- Trees around the Eastern hill have to be moved to improve the pathfinding for PE
Anything to add?
-
yes, I saw this in one skirmish against AI. Not all frozen lakes have negative cover, and tanks behave strange on main road in Kalach ( near town main square) - they drive around like if there was invisible obstacle on the road.
-
Were they your tanks, or the A.I.s?
-
Mine, precisely Tiger I.
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I would like to see Burro v.s. Dennis. I think that would be a good show. :D
This about sums up our engagements...
(http://www.majhost.com/gallery/Elburro/AEREA/reliccoh_2011-08-03_23-43-17-861.jpg)
(http://www.majhost.com/gallery/Elburro/AEREA/reliccoh_2011-08-03_23-43-17-86.jpg)
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HAHA! That's hilarious! ;D Who was who, though? :P
-
Dennis was playing Brits :P
-
Thought as such. I think Dennis needs a nerf. :P ;D
-
lol. fireflies have a insane range
-
and the range increased if you use command tank^^
what was it? vet 1 or 2?
-
Vet 1
-
You have to give credit to the 105 escorted by the 4 M10s. That obliterated a lot of Evilspike's AT-HTs and HT's with shrecks, the M10s would destroy and the 105 would kill inf.
After you killed the 105 of that engagement I focused more on arty and was starting to just spam M10s to harass the bases while the other two repaired and capped.
It was a pretty nice game but the axis team was confused as hell at the end due to the consistent rain of arty from all 3 teams (I believe, idk if dennis launched any)
-
Hey, Iosef was awesome too alongside those two tank hunter squads (one of the squads killed 3 Panthers!!!) :P
When this map is going public I'm waiting for more stalemates like that on Kalach :D
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Hey, Iosef was awesome too alongside those two tank hunter squads (one of the squads killed 3 Panthers!!!) :P
When this map is going public I'm waiting for more stalemates like that on Kalach :D
Of course, and you can't forget dennis' fireflies.
Though the axis team put up a pretty good fight, we saw panthers coming onto the field and we weren't entirely prepared.
-
I had a massive score at the end of that game. The first one I won in score also :P
I really like the new layout (not that I'm biased :D) because the combat really focused around the VPs. In the first game there was quite a few attempts by cranial and myself to ninja the townhouses VP but Burro had some nasty defenses. The battles we had near the river crossing were epic.
I had a pathing bug when I was Brit several times just NW of the castle near a tree. My stuart and priest got stuck there for ages.
-
Pity, that there was not me... :-\.
-
Lol, Make total destroy - wanton destruction of public property ;D
looks like the map occured to be total tank battle, right?
-
Maybe when everyone will block all possible entrances and build mass tanks ;D.
-
looks like the map occured to be total tank battle, right?
Advancing stopps when evry side has 2VP´s and holds them. Some minor fighting is going on but evry side is collecting more and more tanks and arty to break through. Finally there is a big showdown.
I dont know how the fighting would be with 3VP´s.
-
Closed Beta 3:
- Pathfinding improved in front of starting positions 4 and 5
- Added some obstacles (trees, hedgerows) in front of starting position 3 to reach a certain level of justice between the two sides
- Added shot blockers to the castle walls
- Castle can't be entered by tanks anymore
- Exchanged guard_posts_arm_01s by _02s at the main road railroad crossing. 02s are opened and don't block the way for infantry/light vehicles.
Guys I'm thinking about replacing the destructed bridges by normal ones because there's still little movement between the town center and the northern island.
Edit:
- Added a new pathway to the town hill to make the possible ways to it match the ones to the castle hill.
(http://img163.imageshack.us/img163/6827/relic00391.jpg) (http://imageshack.us/photo/my-images/163/relic00391.jpg/)
I'd like to see signups for this evening, also new faces if you like.
-
Dzierzan wanted to play yesterday so he can take mine if he wants. Im on if there is a place left.
-
im not sure but i stil think that 3 vp would work better
one at the hill on the left, one in the middle next to the town and the last in the castle
i saw it in our games yesterday, if there is no vp on the hill there was only in the beginning a little action for the sectors there. atfer this there wasnt any more
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Yeah I'm game again. Any chance we can do it 1-2 hours earlier (or more) though if this is good for everyone?
There was a bit of action between the island and the town center but in the first game Burro had such a stubborn defense we couldn't get over the bridges. In the second game, Burro pushed over and captured our high munitions point but Cranial eventually pushed him off. If he had made it to our high fuel, things would've been very dire for us IMO.
I think the fact that tanks play such a large part is just due to the collection of players we had. Everyone who played favoured the tank rush. I'd like us to try some massive infantry battles in the town because I think that could be epic too. The wooden bridge above the factory and the main center bridge weren't used much because the first game was focused on the axis team totally trying to retake the castle area and the second game we pushed up through the RHS high resource points so the city capture wasn't necessary.
I liked the 4VPs myself. The island could've been a great target for you guys to take our main fuel but you didn't. Instead, we pushed up to yours. Burro stopped my big attack on the top VP over the bridge with some well placed (annoying) mines and some tanks. The fighting could've been a really interesting 2 front battle in that first game if I'd succeeded.
-
Actually that mine was Liberachi's, I had no idea what happened until I went back over the replay... a molotov set it off. You would have probably won that engagement had Liberachi not mined the bridge :P
That side was definitely weak though. If you guys had concentrated pushing through my defences at the top bridge you would have got through... only 1 mine defending it.
I think I found my favourite Axis unit in the second game; Vet 1 Flame Halftrack... even caused you to rage a bit Dennis :P
-
Yes it did. Killed an entire tommy squad in one burst. I tried to retreat before it happened but the lag didn't let the order go through until it was too late... Then another one came up and killed 4 men instantly but I managed to retreat that squad lol.
-
flame halftracks ftw? :D
-
Ladies and gentlemen, here are some suggestions. I looked at the area the fighting was going on and "placed" the VPs with PS to frame this area more or less. My suggestions include one 3VP, one 4VP and one 5VP layout, enjoy:
(http://img804.imageshack.us/img804/2430/kalachsug1.png)
(http://img15.imageshack.us/img15/8916/kalachsug2.png)
(http://img543.imageshack.us/img543/252/kalachsug3.png)
Furthermore I'd still like to know the answer to this
Guys I'm thinking about replacing the destructed bridges by normal ones because there's still little movement between the town center and the northern island.
and would like to see signups for who's game this evening, possibly with one of the three VP layouts I suggested (you could also add some).
Currently, I note Killar, Dzierzan, Dennis and me.
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I, personally, don't think it's a good idea to have destroyed bridges by default.
-
f*ck, I'm out today too >:( my mates still want to drink beer with me and they won't let my play EF!!!!!!!!!! What a bad luck I have!!!! >:( >:( >:(
-
I think the VP layout is okay as is personally. Maybe the area of town near top VP and the 2 +10MU points could become more accessible with the 4th bridge being prebuilt? Also, removing some of the clutter (mostly referring to buildings) around the center bridge (main road strategic point area) could allow easier access through the town. At the moment, the path between the town square and factory areas are a little congested. If I were to move any VPs, I'd set the town square and factory VPs to be a little further away, more towards the edges of the map.
I think the fact that we all went for tanks somewhat determined that we would fight mostly over the fields rather than in the town. If more people went infantry based strats the town would be more valuable.
There were a fair few good attacks on the townhouse VP I remember. My PG attack was sizable and would've secured it if not for the lucky mine. Cranial had several attempts at taking the area too, some of which were reasonably successful for at least a short time. In fact, I think the only areas neglected were the path between the town square and factory. The main bridge was used a little but the wooden bridge was barely used at all. Very few attacks were made through those munitions points.
Could the entire road be widened through the center of town? Maybe put a larger bridge in there? The Lyon center bridge comes to mind but I'm not sure how much bigger it actually is (if it is). You could adjust the building placement near the middle +10MU point to allow more space for a larger road/bridge.
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Do someone wants maxim gun? ::) And when we can play?
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hm i must say the 5 vp looks best to me
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@Dennis:
That should do
(http://img849.imageshack.us/img849/1295/changesbeta31.jpg) (http://imageshack.us/photo/my-images/849/changesbeta31.jpg/)
And when we can play?
09:00 forum time?
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Can we play at 10.00 forum time? Because i will go to city and swimming pool. If you guys don't have time, so play without me.
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I'm available most of the day.
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I'm fine with every time this evening.
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I think removing these buildings (red) could open up the middle a bit too. Let's see how the current changes go for now though. Also, a crater or wreck at the intersection just left of the center bridge strategic point in that pic could help with the early infantry engagements since there's a little too much negative cover there.
The earlier we play the better for me. 10:00forum time is a bit late for me if we want to play a couple matches.
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Two matches as always should be enough, so let's say 9:30.
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I think removing these buildings (red) could open up the middle a bit too. Let's see how the current changes go for now though. Also, a crater or wreck at the intersection just left of the center bridge strategic point in that pic could help with the early infantry engagements since there's a little too much negative cover there.
The earlier we play the better for me. 10:00forum time is a bit late for me if we want to play a couple matches.
Even 9:30 is a bit late for him. I'm availible anytime but 8 forum time is OK?
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OK won't go to swimming pool :), but i have to do something else (dig), so to an 9.00 forum time i should be back.
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I think removing these buildings (red) could open up the middle a bit too. Let's see how the current changes go for now though.
Done, I added a gate passable by vehicles between two houses.
Also, a crater or wreck at the intersection just left of the center bridge strategic point in that pic could help with the early infantry engagements since there's a little too much negative cover there.
Done.
Even 9:30 is a bit late for him. I'm availible anytime but 8 forum time is OK?
Is ok. I'll start packing the file soon and submit it as always.
but i have to do something else (dig)
Dig your garden or what? :P
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Well if everyone agrees, ideally, 9 forum time would be great for me but I'm not sure about everyone else.
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09:00 is ok with me.
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Hey, hands away from my buildings!
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9:00 ok with me
teams?
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Lets see we have Maxiking6, Dennis, Killar, ApeMan, DzierzanPL, and Colonel...
Should look like this I suppose:
Killar
ApeMan
Colonel
VS
Dennis
Maxiking
DzierzanPL
This ok? Or should it be like yesterday:
Dennis
Maxiking
Colonel
VS
Killar
ApeMan
DzierzanPL
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I don't really care. You others decide.
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ah damn
a friend is comming now
so im out for this match :(
sometimes its bad if friends just calling you when they are next to the door :D
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We need another player, anyone interested:
http://www.mediafire.com/?re04b196l9e4z78 (http://www.mediafire.com/?re04b196l9e4z78)
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I think the 5 Vp´s solution is better than the 4 Vp´s.
(http://img804.imageshack.us/img804/2430/kalachsug1.png)
every side secures 2 Vp´s. Then the fighting goes for the middle VP which is in the town (Fighting for Karlach center was the main idea from cephalos afaik). Even when the middle point cant be captured, a counter push for a secured VP can turn the battle around. In addition the fighting would stretch across the whole map.
But the VP should be moved into the castle and the opposite one near to the fortification.
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We can try it. I felt like most of the fighting in yesterday's game occurred in the town square area anyway. I think that layout would actually push the fighting to the edges of the map though.
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I don't much like the look of that central V.P. - The way it's wedged in between the other 2 Points just seems too cramped. :-\
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every side secures 2 Vp´s. Then the fighting goes for the middle VP which is in the town (Fighting for Karlach center was the main idea from cephalos afaik). Even when the middle point cant be captured, a counter push for a secured VP can turn the battle around. In addition the fighting would stretch across the whole map.
Correct. the main thought was to prevent camping and promote 1) a fight for the middle VP in the town and 2) flankings, if the middle VP can't be captured.
But the VP should be moved into the castle and the opposite one near to the fortification.
There is not sufficient place in the fortification, it would make AI do strange things when playing compstomps. Same with the castle, so I put them to a location where it won't occur.
The locations I placed them are absolutely balanced, the four outer VPs are all in the same distance to the nearest HQ, the middle VP is near the middle.
I don't much like the look of that central V.P. - The way it's wedged in between the other 2 Points just seems too cramped. :-\
Fixed. I moved the munition point towards the house at the wooden bridge, the VP stands now in between those sandbags (where the munition point ought to be).
Changelog Beta 1.4
- Added buildings in front of starting position 3
Reason: I have one proposition though. You see, in northern sector of map, there are a lot of buildings, which make partisan/fallschrim warfare easy. And we can't say this about south of map, where are 2 or 3 buildings for those units to come out. Could it be possible to add 1-2 buildings forming a small farm?
Cephalos
- Changed VP placement to the 5VP - variant(this is only for testing reasons, if it doesn't improve gameplay, I will just take Dennis' suggestion again.
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When can we test next version? Evening? Or it needs more suggestions to play.
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I think this evening. The map itself is ready anyway.
Edit: Download Kalach Beta4 (http://www.mediafire.com/?zu3c56b4n8lwo8j)
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Nice, 1.4 EF and 1.4 Kalach ::)
And we have 20th page of thread, the longest mapping thread AFAIK.
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I can start a match in the next 2 hours. If later, I can't do it sorry.
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Well we need 6 players, dunno that everyone have time.
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Looks like Maxi made beta open, so if ppl will dl the map I guess it won't be problem to find 6 folks to play.
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I'll host a game in about one and a half hour.
Edit: Sorry, I can't play today :/
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After some days of inactivity, here is Kalach Beta 5:
http://www.mediafire.com/?5fr3k7fq1mfs885 (http://www.mediafire.com/?5fr3k7fq1mfs885)
Feel free to test and report the results here.
Some nice screenshots that show the whole beauty of Kalach:
(http://img695.imageshack.us/img695/4773/relic00401.jpg)
(http://img135.imageshack.us/img135/8936/relic00402.jpg)
(http://img703.imageshack.us/img703/8762/relic00403.jpg)
(http://img84.imageshack.us/img84/1605/relic00404.jpg)
(http://img687.imageshack.us/img687/7273/relic00405.jpg)
(http://img35.imageshack.us/img35/6362/relic00406.jpg)
(http://img844.imageshack.us/img844/7140/relic00407.jpg)
(http://img560.imageshack.us/img560/1491/relic00408.jpg)
(http://img62.imageshack.us/img62/4658/relic00409.jpg)
(http://img692.imageshack.us/img692/7672/relic00410.jpg)
(http://img703.imageshack.us/img703/2861/relic00411.jpg)
(http://img204.imageshack.us/img204/6526/relic00412.jpg)
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Wow :D
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Looks smashing.
I really like the picture from the river. (http://img692.imageshack.us/img692/7672/relic00410.jpg)
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I always liked the concept of multiple layers (Or levels) concerning height in a city like that :)
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(http://img33.imageshack.us/img33/8286/cheroef20110813030742.png)
Middle VP should be moved onto the bridge where the sector point stands. It can be too easily defended by one side.
Then the house in yellow has to be removed. This side would be too
cramped and you cant build an mg nest then like on the other side.
(http://img269.imageshack.us/img269/7708/unbenanntemd.png)
The sector point on the bridge replaces the statue (orange sector), a new sector is made (red) and the medium mun is moved in front of the tractor factory buildings (blue). This way the points would be in the right place for every side
The bridge that was added in the last beta is not included in the minimap.
That is all i think
Thx again Maxi :)
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+1 killar
@maxi great work
havent checked it yet but before we add the map to the pool
is there a) description? and b) needs a new loading screen (maybe burro can help here :D
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I don't like the 5 VP setup. I think the back 4 points are far too deep in enemy territory. Basically ALL the fighting will be done over the center VP. If we must do the 5 VPs, I would move the North/South opposing VPs back to the townhouses and the castle. I would set the East VP to be near to the train wreck and add a small emplacement area (green) near the West VP to be equivalent to the cover the wrecked train provides.
Despite the fact I like the long center strategic point, I like Killar's suggestion for a fairer center VP too.
Please add a crater on the intersection just south of the middle VP.
I've also attached a suggestion for a slighty changed layout in middle that adds onto Killar's suggestions. The town square area seemed a little cluttered with the strategic point moved there so I moved the fuel point over to the +10 muni side and also moved that +10 muni back near the church to counteract Killar's +10 that was moved further back into the factory. I also considered breaking up the avenue between town center and the East fields in the same way the river breaks up the West, by adding some forests along the edge of the town (spraypainted green along the border of green territory). I'm not sure if you guys want so much foliage so close to the town though.
We should get around to playtesting the map again.
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Thanks for your advices, Kalach Beta 6 is ready for download and I'd like to test the map today, I'm available from 10:00 forum time on.
Tacmap, including the two new houses in the south, the free space where one townhouse (that one north to the central bridge where the VP is located) used to stand and the bridge:
(http://img818.imageshack.us/img818/7872/kalach2.png) (http://imageshack.us/photo/my-images/818/kalach2.png/)
(http://img812.imageshack.us/img812/6623/downloadov.png) (http://www.mediafire.com/?4jo3jcw3a1iao2l)
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wow really the biggest map testing ever made for a map in EF history lol.
Good work guys!!! esp. Maxi for his wizard mapping skills ;D
One big mistake. The low mun point (sector around the castle) belongs to the other side of the river next to the players that start next to each other.
Sector should look like this then: (i didnt update any other sectors so don´t be irritated)
(http://img827.imageshack.us/img827/3029/newxk.png)
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That would give South starting positions 2 undeniable +5 muni points compared to just the one in the North. The way I did the sector layout was so that each side had paired resource points. It's assymetrical but balanced for each side and with the likely attack patterns of the teams. True, that point could be moved to be more on par with it's partner but not to there IMO. Maybe just rotate it around to be on the NW facing of the castle?
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Could you please come to a final solution and tell me when you're able to play? ;)
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Hmm I think it's ok how it is. We can work out another position for that muni point another time. I can play now if we start within 2 hours or we can work out another time another day.
In my mind, possible locations for that muni point are either, NW of the castle (rotated around), just east of the West VP or just below the +5 fuel point and VP in the middle.
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I think you were a little wrong about how the sectors correspond, Dennis.
Like you can see in the picture below, the outer munition points are both cut by a strategical point and more or less unreachable for the enemy. If you would want to change that, you would have to change it for both sides so IMO that's fine.
Whilst the outer munition points accord, both inner do the same.
(http://img51.imageshack.us/img51/5687/kalach3.png) (http://imageshack.us/photo/my-images/51/kalach3.png/)
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Hmm I don't think so. I placed those side +5 points to be the angle of approach from a likely attack towards VPs from the double +10s on each side. Red shows what I mean. Blue shows my suggested locations to move the (currently) castle +5 muni point to.
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Ok, I see what you mean. I would move it to the island most likely.
Edit:
That should be a good solution. The player starting alone has now no access to a +5mun point, he has to go for the blue one. The other two players of each team have now access to the red +5mun point, cut by a stratpoint.
(http://img560.imageshack.us/img560/4880/kalach4.png) (http://imageshack.us/photo/my-images/560/kalach4.png/)
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Damn. It's a pity that we can't do replays on custom maps because we just played a pretty intense game.
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What was the result of it?
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God dammit, I love this map and was absent for 2 days! D:
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What was the result of it?
The result was Dennis, DzerzianPl, and one other mate (whos name i forgot), kicked my ass (especially me, I sucked hard), Killars ass, and 1 Experts comps ass.
Then again it was a very nice game.
As for my opinion for the map, I like the way the points are positioned, particularly the center one, makes something worth fighting for. Its a very fair map and balanced map.
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Comps are senseless. In 1.4 they will spam their units and even with new fixes I believe they fail to micro. Instead of retreating things like HMGs being flanked, they just draw them back a little. There may be 2 snipers and a flame squad and it won't retreat...will just try to fall back lol
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Wasn't really my decision to make, our mate had to go before we could really get it going (we had some problems before the actual game, which we found out was due to one of us (no finger pointing) not having the updated map beta)
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I felt that the fighting encompassed all 3 fronts a bit better now (those being East fields, middle town crossings and West Island). There was much more action in the factory and main town area. The VPs are set in a much better area now and they changed hands quite a few times. It was quite a long game and the VPs were reasonably close.
I had a few pathfinding issues with my Ostwinds in the factory areas. Mostly the area where all the tractors are stacked up and also on the NE facing of the building they are sitting next to.
That com was a bitch. He was spamming sturmovie. Those things are just so fucking resilient in this patch... I'm glad we nerfed them. He also had a KV-2 permanently parked in middle guarding the center VP.
The crater you added on the intersection in the middle helped greatly with the infantry battles early on. We had some cool engagements there.
There was a lot of IL-2 spam. My Ostwinds kept shooting them down too which only made it worse since the planes kept crashing into our forces. I had to attack ground with my Osts whenever you did the mass IL-2 strikes.
-
I had a few pathfinding issues with my Ostwinds in the factory areas. Mostly the area where all the tractors are stacked up and also on the NE facing of the building they are sitting next to.
So after I correct this I can finally declare it as final? :P
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Pretty much yeah. The quality of the engagements in the center area was far higher than before. I think the pathfinding issues and whatnot in the factory area are the last issues.
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IL2 SPAM, my favorite move (truthfully I'm a bit surprised that i had enough muni to pull it off 4 or 5 times in a VP game)
Ya the fighting was quite intense, except in one place, which would be over the bridges. Those things were barricaded and left that way till about 2 mins before we lost, when somebody decided to flank us with Vet3 Flamer Pios and MGs.
-
Wonder who that was :P...
KCH too.
-
Beta 8 should be final, changes:
- Moved +5 munition point from the alone southern base to the paired southern bases
- Improved pathfinding on the factory area
If anyone has a proper loading screen, that would be great. Otherwise I will have to take one. Thanks for testing, guys.
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Progress Report No. 13 - Kalach Final
Ladies and Gentlemen, Fanboys and Fangirls,
the day you all have been waiting for since your birth has finally come. After intesive hours, even days of testing, Kalach has become finally Final. Thanks to cephalos for the great map, Dennis, Cranial, Burro, Killar, evilSpike, TheDzierzanPL, neosdark and cephalos (sorry if I forgot someone) for testing and the Eastern Front team for this great mod.
This download is for those of you, who either don't play EF (shame on you!) or can't wait for 1.5 to play the map.
Anyway, enough the words. Enjoy your game!
Loading screen
(http://img41.imageshack.us/img41/2526/relic00429.jpg)
TacMap
(http://img204.imageshack.us/img204/7470/kalach5.png)
(http://img812.imageshack.us/img812/6623/downloadov.png) (http://www.mediafire.com/?d1r5egtg91pdd5m)
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Kalach Final: :D
-
(http://images2.wikia.nocookie.net/__cb20110522235109/nitrome/images/5/5c/EpicFace.png)
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^Heh heh, yours is better....
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Fangirls?!? Where?!?
New loading screen.... I don't like it. It would looks better if there would be IS 3. I think that old one was better.
And i hope that is real final, my friends shout at me, that they have to download new version :P.
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Fangirls?!? Where?!?
New loading screen.... I don't like it. It would looks better if there would be IS 3. I think that old one was better.
And i hope that is real final, my friends shout at me, that they have to download new version :P.
you can believe me
the old one dosnt fit any longer :D
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Fangirls?!? Where?!?
Dunno, I just forced myself to be politically correct :P
New loading screen.... I don't like it. It would looks better if there would be IS 3.
Due to this being a promotional picture that is to represent the actual historical correctness, I didn't take a shot of an IS-3 because it was neither planned nor produced in 1942 (read Kalach's description once you have the new patch) plus KVs are much cooler. I wouldn't take a screen of a KT either because it's big, badass or cool, the vehicle needs to fir the map and that is what KVs actually do, however that's a matter of personal opinion.
I think that old one was better.
you can believe me
the old one doesn't fit any longer :D
+1
It's outdated due to the removal of ZiS-3 and the various changes I did to the hill.
And i hope that is real final, my friends shout at me, that they have to download new version :P.
I promise, it's really final. Remember that a good map needs its time..
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And i hope that is real final, my friends shout at me, that they have to download new version :P.
I promise, it's really final. Remember that a good map needs its time..
We tested it so many times. Its ok how it is now
-
And i hope that is real final, my friends shout at me, that they have to download new version :P.
I promise, it's really final. Remember that a good map needs its time..
We tested it so many times. Its ok how it is now
OK? I hope it's near to perfect, considering how many hours we've spend to reach our goal ;)
-
And i hope that is real final, my friends shout at me, that they have to download new version :P.
I promise, it's really final. Remember that a good map needs its time..
We tested it so many times. Its ok how it is now
OK? I hope it's near to perfect, considering how many hours we've spend to reach our goal ;)
+1 me either. Though I'm back from long trip around Southern Poland and I have an idea growing in my mind... I guess I'll begin today :)
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Though I'm back from long trip around Southern Poland and I have an idea growing in my mind... I guess I'll begin today :)
Yaayy! :D
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Played this one Co-op for the first time last night, it was really great for it, loads of cool places to attack/defend. Loved holding the castle behind enemy lines with a mix of Airborne, Commandos and Partisans. Also the most realistic looking winter map I've ever seen. If you guys do another shoutcast it should be on this map, Rus/Rus/RMC.
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Nice that you like it, cephalos did a great job with that winter atmosphere. You will be even more happy when I say that I currently work on making the map more balanced, I follow the suggestions of evilSpike, one of our balancers.
-
yeah, Maxi is now responsible for all changes made. Also balancing team consisting many skilled players has also taken a part and helped in balancing the map. Next winter map should be done soon, as soon as I get over with my exams.
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brilliant map guys love playing on it ;D
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You will love Kalach 2.0 :)
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^-^ 0o
I can't believe you are still working on this map. I have done several matches on it and it was flawless I thought.
Work more on lehter banhof!
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Its cropped area needs to be enlarged towards the hill with the castle, otherwise the map is one-side biased by the town being a shield of protection for one side more than for the other.
Work more on lehter banhof!
I'm very ill at the moment and school needs me, so I focus on RL and getting well again first. Hope you understand that.
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I'm very ill at the moment and school needs me, so I focus on RL and getting well again first. Hope you understand that.
Hope you get well soon Maxi!
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Of course I understand, plus I have no room to criticize anyone on how long they take on their project. This is a hobby after all, not a job.
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I'm very ill at the moment and school needs me, so I focus on RL and getting well again first. Hope you understand that.
Hope you get well soon Maxi!
Thank you. :)
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Its cropped area needs to be enlarged towards the hill with the castle, otherwise the map is one-side biased by the town being a shield of protection for one side more than for the other.
Old
(http://img805.imageshack.us/img805/2476/relic00439.jpg)
New
(http://img88.imageshack.us/img88/7565/relic00438.jpg)
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Nice one!
may i test it?
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Granted. (http://www.mediafire.com/?ehdty5vb25882iw)
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wow. my second beta map from you guys in 3 days and its awesome. thanks
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Looks much better now thx maxi!
However we have to test it stil player vs player
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Looks awesome, I'm going to check it out :)
Killar, how about a 2on2 + bots for testing? :P
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So how do you rate the changes? Am I done with this or should I look into further improvements?
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Sorry for this nerco post but I just wanted to say that this map is definitely done. Job well done.
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Is the latest Kalach uploaded to sandy Maxi?
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Is the latest Kalach uploaded to sandy Maxi?
nope just checked
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Is the latest Kalach uploaded to sandy Maxi?
Now it is.