Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Mapping => Topic started by: Max 'DonXavi' von B. on June 20, 2011, 10:19:13 PM

Title: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on June 20, 2011, 10:19:13 PM
Hello friends!  :D

As I announced when I closed the thread of my previous mapping project for EF, there will be and is a new project I am working on, since yesterday when I started working on it  I reached a progress of ca. 50%.
The maps name is, as you can see in the subject, yet unknown, I'm relying on the communities fantasy here. Its size is 224x448 and I'm not sure if it will be a 2p or 4p map (testing will tell). Enough facts for now, here comes a short story that came up when I had the idea of the map:

It's mid-1941. The Wehrmacht progresses with its Blitzkrieg tactics and Soviet retreat is a pure chaos. However, trying to delay the German march onto [insert important Soviet city here], the Red Army keeps constructing improvised defenses and falls back when the enemy starts to overrun these in-a-hurry constructed defensive lines. The last drawback led the Red Army into the once beautiful village [insert maps name here], that suffered heavy bombing by both Luftwaffe and German Artillery. In the east of the city, the Red Army regroups, supported by a tank battalion that arrived on the flight. They will use their improvised defenses again to let the Wehrmacht find it a hard nut to crack and strike back afterwards with the full strenght of the tank battalion.
There are not many roads on this map but a railroad that leads from east to west (I'll probably use this as supply line for one of the teams).
Additionally, I plan to use this map for my EF artwork..

Enough the words, here are some screenshots:

Update no. 1

Map overview
(http://img813.imageshack.us/img813/8479/21308612.jpg)

Area near starting position 1
(http://img40.imageshack.us/img40/1136/relic00261.jpg)

View from straing position 1
(http://img812.imageshack.us/img812/7390/relic00260.jpg)

View down from on of the VP hills (western hill)
(http://img829.imageshack.us/img829/1787/relic00259.jpg)

Market and train station
(http://img638.imageshack.us/img638/6721/relic00258f.jpg)

The towns pond near the central square
(http://img828.imageshack.us/img828/2791/relic00257.jpg)

Some wheat fields
(http://img14.imageshack.us/img14/4131/relic00256.jpg)

Most of the village
(http://img220.imageshack.us/img220/7609/relic00255.jpg)

View on the western VP hill
(http://img20.imageshack.us/img20/9758/relic00254.jpg)

A small shed next to one of the remaining 'islands' of the pine forest
(http://img88.imageshack.us/img88/1668/relic00253.jpg)

The western VP hill (unfinished)
(http://img834.imageshack.us/img834/5696/relic00252.jpg)

The main street leading into the village
(http://img848.imageshack.us/img848/6367/relic00251.jpg)

One of the numerous farms
(http://img219.imageshack.us/img219/5760/relic00250.jpg)

A little channel leading away from the pond with a bridge connecting two farms
(http://img228.imageshack.us/img228/9629/relic00249c.jpg)

Update no. 2

75% done.
(http://img97.imageshack.us/img97/5504/69783512.jpg)

Yes, another farm (because you just can't get enough of them :P)
(http://img863.imageshack.us/img863/9084/relic00262.jpg)

View from Starting Position 2 (meant to be the Axis')
(http://img820.imageshack.us/img820/6241/relic00263.jpg)

The railroad. Damned, you see something unfinished there..
(http://img685.imageshack.us/img685/341/relic00264.jpg)

Some private graves. Rest in peace, comrades.
(http://img189.imageshack.us/img189/6771/relic00265.jpg)

Fields, fields. fields..
(http://img16.imageshack.us/img16/183/relic00266.jpg)

Country roads... take me home...
(http://img813.imageshack.us/img813/6716/relic00267.jpg)

I decided to let the main road continue past the train station
(http://img844.imageshack.us/img844/6483/relic00271.jpg)

Todays progress from above...
(http://img714.imageshack.us/img714/3350/relic00272.jpg)

...and from the side (western VP hill)
(http://img6.imageshack.us/img6/1442/relic00273.jpg)

Update no. 3

100% done.
(http://img535.imageshack.us/img535/4386/26545875.jpg)

You need to cross that ford in order to get to the lumbermill.. At least by car..
(http://img854.imageshack.us/img854/6005/relic00278.jpg)

The eastern VP hill, featuring a little ruin. Old glory..
(http://img20.imageshack.us/img20/3565/relic00279.jpg)

Huh? Yet another farm?
(http://img857.imageshack.us/img857/1694/relic00280.jpg)

The lumbermill. If you wondered where all the lumbered wood has gone..
(http://img51.imageshack.us/img51/8748/relic00281.jpg)

There's also wood harvest on this hill. Comrade Stalin needs it!
(http://img707.imageshack.us/img707/9355/relic00282.jpg)

"Vasili! Load that wood up!"
(http://img696.imageshack.us/img696/4373/relic00283.jpg)

Dense grass. Actually, it's been a long time since someone lived there..
(http://img36.imageshack.us/img36/3436/relic00284.jpg)

"Hauptmann, ze train haz arrived to bring us replacements!"
(http://img844.imageshack.us/img844/5739/relic00285.jpg)

Progress!
(http://img855.imageshack.us/img855/6849/relic00286.jpg)

Final update - no. 4

Sector Layout
(http://img163.imageshack.us/img163/4143/eflemberg4a.png)

Strelky rushing the train station
(http://img20.imageshack.us/img20/3681/relic00294.jpg)

T-34 Tank Rider assault!
(http://img41.imageshack.us/img41/2021/relic00295.jpg)

"Waiting for the Axis, to march into the trap..."
(http://img28.imageshack.us/img28/8911/relic00296.jpg)

"20 more and fire!"
(http://img232.imageshack.us/img232/8046/relic00297z.jpg)

"Artillery is the god of war!"
(http://img803.imageshack.us/img803/7932/relic00298.jpg)

Loading screen.
(http://img687.imageshack.us/img687/4281/4plemberg.jpg) (http://imageshack.us/photo/my-images/687/4plemberg.jpg/)



(http://img812.imageshack.us/img812/6623/downloadov.png) (http://www.mediafire.com/download.php?jhibe0ux7fka20d)



Have fun playing my map! :D
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: pariah on June 20, 2011, 10:49:04 PM
...What happened to your previous map, Maxi? :'(
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: Max 'DonXavi' von B. on June 20, 2011, 10:55:29 PM
It's gone - but not forever. Just wasn't in the mood to work on it. With my brand new idea, I did 50% of a MP map in just TWO DAYS! :P
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: pariah on June 20, 2011, 10:58:12 PM
Well, this map is nice an' all, but i just can't get excited for it when your previous project was abandoned... :'(
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: Max 'DonXavi' von B. on June 20, 2011, 11:02:16 PM
Because it looked like Australia or because you don't like if people don't finish what they begin?
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: pariah on June 20, 2011, 11:07:24 PM
How can i get excited for this map, when you will probably just scrap it before finishing it? ;)
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: Max 'DonXavi' von B. on June 20, 2011, 11:13:15 PM
I'll finish it, I promise. With more than half of the map done, there's enough motivation for me to finish it.
BTW: Damage to the village and defenses will be added later on, I just want the map to look like there have been no fightings until now.
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: pariah on June 20, 2011, 11:19:55 PM
Good idea. ;)
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: Goober on June 21, 2011, 12:49:48 AM
Looks Great!  ;D
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: cephalos on June 21, 2011, 02:10:49 PM
What about 'Lviv' ?
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: Max 'DonXavi' von B. on June 21, 2011, 06:15:32 PM
Looks Great!  ;D
Thanks! :)

What about 'Lviv' ?

You like names that are hard to pronounce, don't you? :P
Lviv doesn't sound bad, but I'll collect more suggestions.
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: pariah on June 21, 2011, 06:35:02 PM
I don't even know what number that is... :-\
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: cephalos on June 21, 2011, 06:47:22 PM
Yeah, I do... sometimes when it's not connected with my studies  ::)

It looks like great competition map. Carry on.
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: Max 'DonXavi' von B. on June 21, 2011, 06:57:28 PM
I don't even know what number that is... :-\
Explain yourself.

It looks like great competition map. Carry on.
Thank you very much.
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: pariah on June 21, 2011, 07:00:41 PM
Quite simply, i'm not good with Roman numerals. I think 'L' is 100, right? Or 1000? :-\
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: Blackbishop on June 21, 2011, 07:02:51 PM
L is 50 and C is 100 iirc.

XL = 40 (-10 + 50)
LX = 60 (50 + 10)

LVIV = not a roman number.
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: Max 'DonXavi' von B. on June 21, 2011, 07:03:33 PM
I - 1
V - 5
X - 10
L - 50
C - 100
D - 500
M - 1000

However, Lviv is a towns name and not a Roman numeral ;)
Title: Re: [WIP] Yet unknown mapname (2/4)
Post by: pariah on June 21, 2011, 07:06:08 PM
Ah, thanks guys. I've never been any good with numbers. Or language. Or numbers using language... :-[
Title: Re: [WIP] Lemberg (2/4)
Post by: Max 'DonXavi' von B. on June 21, 2011, 07:09:16 PM
Ah, thanks guys. I've never been any good with numbers. Or language. Or numbers using language... :-[
Never mind. LVIV as a Roman numeral would be 59, however the correct Roman numeral for 59 is LIX.

I think I will call it Lviv or much better the German version "Lemberg".
Title: Re: [WIP] Lemberg (2/4)
Post by: pariah on June 21, 2011, 07:15:30 PM
So have you decided on a player count yet? I'm leaning towards 2 at the moment.
Title: Re: [WIP] Lemberg (2/4)
Post by: Max 'DonXavi' von B. on June 21, 2011, 07:17:37 PM
I would like to upload the map for you to look at it using WB, but you know the problem..
Everything may change, I'm flexible with layout and player bases. For now, there is only enough space for one base.
Title: Re: [WIP] Lemberg (2/4)
Post by: pariah on June 21, 2011, 10:49:44 PM
I figured it would be something like this:
Title: Re: [WIP] Lemberg (2/4)
Post by: Max 'DonXavi' von B. on June 22, 2011, 08:03:08 AM
This is exactly how it is at the moment.
Title: Re: [WIP] Lemberg (2/4)
Post by: Max 'DonXavi' von B. on June 25, 2011, 09:36:31 PM
I need your opinion once again. If I include rocks in my map, I'd like to know if I should use the light or the dark grey rocks. Comparison:

Title: Re: [WIP] Lemberg (2/4)
Post by: pariah on June 25, 2011, 09:40:20 PM
Comparison. ;)

I like both, but i think the dark 1 is the best. Maybe you could mix it up a bit?
Title: Re: [WIP] Lemberg (2/4)
Post by: Max 'DonXavi' von B. on June 25, 2011, 09:44:43 PM
I know it's comparison, just didn't think about who to write it when I did.

I can't mix them up, these are different models and the option of changing the tint isn't available to them. I won't use many rocks, just here and there some. If I'm in the mood (that is certainly the case ATM), I can finish Lemberg this evening.
Title: Re: [WIP] Lemberg (2/4)
Post by: pariah on June 25, 2011, 09:46:49 PM
How. ;) ;D

I didn't mean changing the color; I just meant using some light, and some dark.
Title: Re: [WIP] Lemberg (2/4)
Post by: Max 'DonXavi' von B. on June 25, 2011, 09:52:17 PM
That might work as well, but now I'll try to avoid rocks at first.
Title: Re: [WIP] Lemberg (2/4)
Post by: Goober on June 26, 2011, 05:37:50 AM
I would say dark, definatly.
Title: Re: [WIP] Lemberg (2/4)
Post by: Cranialwizard on June 26, 2011, 07:00:30 AM
I would say dark, definatly.

Agreed!
Title: Re: [WIP] Lemberg (2/4)
Post by: Alexander 'ApeMen' J. on June 26, 2011, 12:57:11 PM
I would say dark, definatly.

Agreed!

1+
Title: Re: [WIP] Lemberg (2/4)
Post by: Killar on June 26, 2011, 01:16:15 PM
I would say dark, definatly.

Agreed!

1+

1-

light definatly
Title: Re: [WIP] Lemberg (2/4)
Post by: Max 'DonXavi' von B. on June 26, 2011, 05:10:27 PM
Hard to arrange that everyone of you is satified then.. Maybe I'll just leave the rocks out. There would have been just a few, anyway. Progress is around 75% right now.

Edit:
Update no. 2 is finally there! :D
Title: Re: [WIP] Lemberg (2/4)
Post by: pariah on June 26, 2011, 05:17:58 PM
I'm lovin' it!

P.S. Don't eat McDonalds. It's bad for you.
Title: Re: [WIP] Lemberg (2/4)
Post by: Max 'DonXavi' von B. on June 26, 2011, 05:24:39 PM
Ok, I'll consider that.
Added poll.
Title: Re: [WIP] Lemberg (2/4)
Post by: pariah on June 26, 2011, 05:26:15 PM
I can't see how 2v2 could fit... :-\
Title: Re: [WIP] Lemberg (2/4)
Post by: Max 'DonXavi' von B. on June 26, 2011, 05:26:47 PM
Enlarging the free space around starting positions ;)
Title: Re: [WIP] Lemberg (2/4)
Post by: pariah on June 26, 2011, 05:29:27 PM
Yeah, i guess, but i can't tell how much room there is for buildings...
Title: Re: [WIP] Lemberg (2/4)
Post by: Max 'DonXavi' von B. on June 26, 2011, 05:35:03 PM
It will be enough.
Title: Re: [WIP] Lemberg (2/4)
Post by: pariah on June 26, 2011, 05:55:14 PM
So if you go with 2v2, which layout do you think is best? I think 1, considering the Victory Point placement.
Title: Re: [WIP] Lemberg (2/4)
Post by: Max 'DonXavi' von B. on June 26, 2011, 06:08:35 PM
You're right about that, but nothing's final, there's still time to change VP locations etc.
Title: Re: [WIP] Lemberg (2/4)
Post by: cephalos on June 26, 2011, 06:17:22 PM
I must admit: Maxi is better mapper than me  :)
Title: Re: [WIP] Lemberg (2/4)
Post by: pariah on June 26, 2011, 06:27:21 PM
Well, i don't know about that - You're both great mappers. ;)
Title: Re: [WIP] Lemberg (2/4)
Post by: Max 'DonXavi' von B. on June 26, 2011, 06:33:08 PM
I must admit: Maxi is better mapper than me  :)

Ceph, mate. It's not about better or worse. I hope both you and my map make their way into EF so people have fun playing both maps. You can't compare that. Pariah is right here one more time. :) Thank you, though.
Title: Re: [WIP] Lemberg (2/4)
Post by: pariah on June 26, 2011, 06:42:04 PM
'You're tearing me apart, cepha!' ;D
Title: Re: [WIP] Lemberg (2/4)
Post by: Max 'DonXavi' von B. on June 28, 2011, 11:06:47 PM
Ok, I take the poll as an answer an make Lemberg a 2v2 map. It's done so far, I only need to add destruction and defensives and as I said free some room for additional starting positions. The map will go in internal beta testing, if I get the go ahead by my testers, I will release the map for public use and hopefully for its possible inclusion into EF. :)

You'll also see Progress update no. 3 in some minutes ;)

Here is a little picture I created to sketch my progress:
Title: Re: [WIP] Lemberg (2/4)
Post by: pariah on June 28, 2011, 11:10:20 PM
Sweet! How did you make that slideshow, man?
Title: Re: [WIP] Lemberg (2/4)
Post by: Max 'DonXavi' von B. on June 28, 2011, 11:25:27 PM
I used a little tool called 'GiftedMotion'. Selected the 11 progress pics and set the time every picture stays to one second. Taddaahhh  ;)
Title: Re: [WIP] Lemberg (2/4)
Post by: pariah on June 28, 2011, 11:26:33 PM
Cool. Is that with Photoshop?
Title: Re: [WIP] Lemberg (2/4)
Post by: Max 'DonXavi' von B. on June 28, 2011, 11:28:16 PM
No. it's just GiftedMotion. Google it ;)
Title: Re: [Closed Beta] Lemberg (4)
Post by: Goober on June 29, 2011, 06:02:55 AM
I wish I could make maps this quick with such great detail.  :(

Anyways, great job! The map looks great!  ;D

P.S. I notice that there is a small Orange-brown colored splat you use, that you have put under some trees, wicker baskets, etc. What splat is this?
Title: Re: [Closed Beta] Lemberg (4)
Post by: Max 'DonXavi' von B. on June 29, 2011, 07:43:05 AM
These textures you mean are auto-placed when you place the objects. It may be that on my map they seem a little clearer to see because of the atmosphere setting.

And Goober - you have a new PM ;)

Post Merge: June 29, 2011, 06:37:29 PM
Closed Beta launched, awaiting replies now. Map is now completely done.
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 02, 2011, 01:34:39 AM
So guys, there are some news for you. After days of intensive testing, I am proud to announce that Lemberg (4) has reached its final stage of development.
Here is some eye candy for you, I hope it will motivate you to download my map, try it out and give some feedback. I'd be very pleased if my map will become a part of the mod, so guys, promote it, please! ;D

Added download link (http://www.mediafire.com/?d6p56bfcwwox754) and picures to the first page (http://easternfront.org/forums/index.php?topic=6186.0).


Edit: A great THANK YOU goes out to my beta testing team; Cranialwizard, Goober and cephalos! :D
Title: Re: [Final] Lemberg (4)
Post by: pariah on July 02, 2011, 01:56:25 AM
I am going to LOVE playing on this map... Spectacular work, mate!
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 02, 2011, 02:08:55 AM
Thank you :D
Title: Re: [Final] Lemberg (4)
Post by: pariah on July 02, 2011, 02:14:54 AM
Just been staring intently at the Tactical Map, and i noticed that your Strategic Points aren't in very strategic locations. Might want to look into that. ;)

That aside, it really is a fantastic map. Really. :)
Title: Re: [Final] Lemberg (4)
Post by: Goober on July 02, 2011, 03:57:34 AM
Great map!  :D
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 02, 2011, 12:50:13 PM
Just been staring intently at the Tactical Map, and i noticed that your Strategic Points aren't in very strategic locations. Might want to look into that. ;)

If you take a closer look, you will see that they are indeed in strategical locations. For example both strategical sectors at the bottom and top of the map are very good cutpoints (those including the railraods). If you take one of them, the whole ressource income from the other side of the map gets stuck, if you aren't connected elsewhere with it.
Title: Re: [Final] Lemberg (4)
Post by: cephalos on July 02, 2011, 12:54:19 PM
Just been staring intently at the Tactical Map, and i noticed that your Strategic Points aren't in very strategic locations. Might want to look into that. ;)

If you take a closer look, you will see that they are indeed in strategical locations. For example both strategical sectors at the bottom and top of the map are very good cutpoints (those including the railraods). If you take one of them, the whole ressource income from the other side of the map gets stuck, if you aren't connected elsewhere with it.

+1 Maxi is right. Those railroad points can be pain when not secured properly.
I've also noticed that retaking 2-3 points can totally cut off a lot of sectors. This promotes smart gameplay.
Title: Re: [Final] Lemberg (4)
Post by: Cranialwizard on July 02, 2011, 03:05:02 PM
A very well balanced and detailed map! You never fail my expectations maxi :D
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 02, 2011, 03:08:24 PM
Thanks!  :D
Title: Re: [Final] Lemberg (4)
Post by: pariah on July 02, 2011, 04:49:11 PM
It's specifically these points that i'm referring to. Notice how the points close to the red base are connected? Those close to the blue base should be connected as well. Otherwise they are less valuable.
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 02, 2011, 05:32:45 PM
Oh damned, just one thing I overlooked. Will be fixed ASAP.
Title: Re: [Final] Lemberg (4)
Post by: pariah on July 02, 2011, 05:34:16 PM
Thank you. :D
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 02, 2011, 05:49:52 PM
Done.
Title: Re: [Final] Lemberg (4)
Post by: pariah on July 02, 2011, 05:51:32 PM
So, erm... How do i change my vote?
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 02, 2011, 06:00:09 PM
You can't I think.

TacMap updated in 1st post.
Title: Re: [Final] Lemberg (4)
Post by: Alexander 'ApeMen' J. on July 02, 2011, 11:37:39 PM
hey all
maxi, cephalos and me want to test the map

who want to play with us?

game is open
name is EF - Lemberg
Title: Re: [Final] Lemberg (4)
Post by: Cranialwizard on July 02, 2011, 11:40:18 PM
Be right there!
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 03, 2011, 02:12:18 AM
Some pretty awesome games, thanks guys (Cranialawizard, Cephalos and evilspike).

Collection of suggestions:
- Enlarge base area, axis have problems with setting up all their buildings if built in a hurry and not smart
- Move the left and right hand side VPs a little closer to the middle, otherwise it's a little campy (just the middle VP was hell of a chokepoint, with great flanking opportunities around the train station, the pond and the lumbered hill).

(http://img263.imageshack.us/img263/5530/4plembergb.png) (http://imageshack.us/photo/my-images/263/4plembergb.png/)



As already said, the map is ideal for flanking and Partizans (quote by evilSpike: "Finally a good map for Soviet Urban doctrine"). You'll find nice cover in the isles of forest, however the fields may be deadly, unless you find some well placed sandbags there. Try to rush for the train station as fast as you can. And always keep and eye on the strategical points of the railraod.. Otherwise you'll be cut off supplies!

I'll fix those things which I mentioned above if I get an answer in time concerning the inclusion in this mod, if it's positive, I'll fix it before I send it to the devs, if it's negative, I'll fix it immedeately. The reason of this proceeding is that I don't want to annoy people with frequent updates, giving several different versions of the map to them and just disturb people with it. It's meant to be an open beta now, even if the topic says something else. Anyway, thanks for testing, feedback and patiente again to all of you who dedicated some time in looking at the map and suggesting things. You're great.
Title: Re: [Final] Lemberg (4)
Post by: pariah on July 03, 2011, 02:37:57 AM
So have any of you sexy devs downloaded this map yet?
Title: Re: [Final] Lemberg (4)
Post by: Alexander 'ApeMen' J. on July 03, 2011, 03:38:30 AM
@maxi
as you said the backyard vp´s better move

but maybe it would be better if the 2nd player of every team would start where now the backyard vp stands

Title: Re: [Final] Lemberg (4)
Post by: Cranialwizard on July 03, 2011, 05:07:55 AM
@maxi
as you said the backyard vp´s better move

but maybe it would be better if the 2nd player of every team would start where now the backyard vp stands

If you do that then you might want to put the VPs smack dab in the middle of the map.
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 03, 2011, 12:04:39 PM
@maxi
as you said the backyard vp´s better move

but maybe it would be better if the 2nd player of every team would start where now the backyard vp stands

I won't do that. The hills won't be changed anymore, just the sector layout/VPs positions and the base areas' sizes.
Title: Re: [Final] Lemberg (4)
Post by: cephalos on July 03, 2011, 02:48:48 PM
... it's not my quote, but Evil's  ::) I played breakthrough.
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 03, 2011, 07:03:50 PM
OK, edited to match the reality.

Guys, how about following change in the territory layout:

(http://img135.imageshack.us/img135/6014/4plembergc.png) (http://imageshack.us/photo/my-images/135/4plembergc.png/)

I figured the cutpoint was too heavy, after the opponent takes it and you can't take it back it's gg. Thoughts?
Title: Re: [Final] Lemberg (4)
Post by: pariah on July 03, 2011, 07:06:45 PM
Seems fine to me.
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 03, 2011, 08:04:09 PM
Used some free time to create this:

(http://img24.imageshack.us/img24/8168/trnsttn.jpg) (http://imageshack.us/photo/my-images/24/trnsttn.jpg/)
Ninja'd stupid french sign!
Title: Re: [Final] Lemberg (4)
Post by: Goober on July 03, 2011, 08:06:00 PM
^Nice.  :)  Looks great.
Title: Re: [Final] Lemberg (4)
Post by: Blackbishop on July 03, 2011, 08:10:27 PM
^Nice.  :)  Looks great.
lol ;D!! Indeed.

What does it say?
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 03, 2011, 08:13:10 PM
The same like in french, "un train peut en cacher un autre" what means "a train may hide another" or in Russian "Поезд может скрыть другую".
Title: Re: [Final] Lemberg (4)
Post by: pariah on July 03, 2011, 08:19:29 PM
MaxiKing6: Master of language. ;D

So why is there a Russian sign in Company Of Heroes?  ??? Or did you guys add that?  :-\
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 03, 2011, 08:22:09 PM
Photoshop is your friend ;)
Title: Re: [Final] Lemberg (4)
Post by: HerrVoss on July 03, 2011, 09:52:36 PM
Awesome work maxi ;) Could you try a german loading screen?
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 03, 2011, 10:00:02 PM
Sure, but there's something going on behind the scenes that could make some difficulties in changing the loading screen now. ;)
I have to wait for something, but I will test the final version of the map in a few mins, so that I will be able to take some nice shots of German engineering ;)
Title: Re: [Final] Lemberg (4)
Post by: cyhyryiys on July 04, 2011, 07:57:22 PM
respect for your work, like it
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 04, 2011, 07:58:33 PM
Thanks, mate! :D
Title: Re: [Final] Lemberg (4)
Post by: Chancellor on July 04, 2011, 10:11:41 PM
You should really do more maps!  This map looks great for competitive multiplayer play.

Hopefully there will be more maps from you and the guy who did Tannen and no more maps from the people who did Leningrad Stalingrad Orel, etc.
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 04, 2011, 11:15:05 PM
Thanks. I can say that there I already a new map idea in my head, which I want to realize and another concept that I like also (by evilSpike) and I think I'll do that too.

Edit: The only thing I won't do is spamming maps with low quality. The production time of Lemberg will be maybe just an exception (two weeks). Though I have six free weeks now, so it's plenty time to do mapping.
New map is WIP from this point of time on but I can't and won't promise that it will be finished, neither fast nor slow.
BTW its name is supposed to be Narva (6)..
Title: Re: [Final] Lemberg (4)
Post by: Alexander 'ApeMen' J. on July 04, 2011, 11:20:42 PM
wow thats awesome
i think no other map has something in russian or?
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 04, 2011, 11:27:48 PM
Actually I edited a screenshot using Photoshop, the Russian text on the  sign is not part of my map!  ;)
Title: Re: [Final] Lemberg (4)
Post by: pariah on July 04, 2011, 11:40:22 PM
Haha, you cheap bastard! :P So that sign is in French? Well that sucks...

I think there are some buildings with Russian text on them, though. I think... :-\
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 04, 2011, 11:50:05 PM
No, there aren't. AFAIK, there is a normandy_industrial building though, with has a name sign on it that sais "Pytlewski" which sounds pretty Russian, well, more like Polish, but it fits EF. You can find it on Prokhorovka for example, next to the railroads branch.
Title: Re: [Final] Lemberg (4)
Post by: pariah on July 04, 2011, 11:53:36 PM
Yeah, i thought that was Russian or something. Oh well. Nevermind, then.
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 05, 2011, 12:19:46 AM
Ok. So now nobody please do a map called "Narva" or "Narwa" or something like that, I want it to be copyrighted for me :P
Title: Re: [Final] Lemberg (4)
Post by: cephalos on July 05, 2011, 12:27:24 AM
 ::) :P
Title: Re: [Final] Lemberg (4)
Post by: cyhyryiys on July 05, 2011, 11:06:00 AM
good map
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on July 09, 2011, 12:18:37 AM
Picture of updated sector layout:

(http://img163.imageshack.us/img163/4143/eflemberg4a.png)
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on August 13, 2011, 03:29:05 AM
Final sector layout

(http://img88.imageshack.us/img88/3373/lemberg2.png) (http://imageshack.us/photo/my-images/88/lemberg2.png/)

Download Lemberg Final:

(http://img812.imageshack.us/img812/6623/downloadov.png) (http://www.mediafire.com/?wzkylmnixhj51w6)
Title: Re: [Final] Lemberg (4)
Post by: GodlikeDennis on August 14, 2011, 04:25:15 PM
You should move the callin point from the Southern bases (possibly the North too?). It is currently set to be on the road between the two bases but this leads to clusterfuck scenarios when you call units in. It led to a great deal of rage when my Panthers were constantly stuck on retreating units and other things.
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on August 14, 2011, 06:51:44 PM
I'll move both onto the railroads.
Title: Re: [Final] Lemberg (4)
Post by: GodlikeDennis on August 14, 2011, 06:53:00 PM
Sounds good.
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on October 31, 2011, 10:21:27 PM
Lemberg 2.0 coming next weekend, thanks to Sylver for his hints.
Title: Re: [Final] Lemberg (4)
Post by: Pac-Fish on November 03, 2011, 01:25:51 AM
What a pretty + serine map ^-^.

How is it that your pics have a relic logo in the corner :P ?
Title: Re: [Final] Lemberg (4)
Post by: Killar on November 03, 2011, 01:36:12 AM
Pls send this map to us :)
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on November 08, 2011, 04:48:02 PM
Sorry for the waiting time, Lemberg v2 is 50% done. Sure, I'll send the map to you as soon as it's done.
Title: Re: [Final] Lemberg (4)
Post by: GSmirlis on December 01, 2011, 04:14:31 PM
Nice map!
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on December 06, 2011, 10:20:51 PM
Lemberg 2.0

Yes I know, some months have passed since I started Lemberg and initially released it. Today, on St Nicholas' Day, I want to make all of you who like Lemberg a present. Lemberg 2.0 is finally there. I invested much time in mapping on the passed three days and I hope this effort will pay off.

I started overworking Lemberg because of one simple reason. Critics, constructive critics, mainly by Sylver, who gave me some nice tips on how to improve gameplay and performance of Lemberg. Following his hints, I increased the map's width (former width was 224, now it's 320), relocated the HQs and improved the map's performance by removing one tile.



Lemberg 2.0 in facts

Map Size:   320 x 448
Territories: 25 (excluding HQ sectors)
- Manpower ressource points: 10
- Munition points: 4 x 10 + 4 x 5 = 60
- Fuel points: 2 x 10 + 5 x 5 = 45
Victory points: 3




Pictures

Updated minimap + sector layout
(http://img714.imageshack.us/img714/3373/lemberg2.png)

Updated loading screen
(http://img193.imageshack.us/img193/3189/relic00442.jpg)

A new house is built next to an existing one to form a farm.
(http://img703.imageshack.us/img703/5707/relic00445.jpg)

Extended castle hill
(http://img694.imageshack.us/img694/4297/relic00446.jpg)

Some new fields
(http://img221.imageshack.us/img221/1935/relic00448.jpg)

Additional bridge across the crossable creek
(http://img848.imageshack.us/img848/4136/relic00449.jpg)

Expansion to the West
(http://img10.imageshack.us/img10/9172/relic00450.jpg)

Same motive, other direction
(http://img163.imageshack.us/img163/4945/relic00451.jpg)

An old family house in the forest
(http://img836.imageshack.us/img836/4727/relic00452.jpg)

New southern hill
(http://img560.imageshack.us/img560/4058/relic00453.jpg)



(http://img812.imageshack.us/img812/6623/downloadov.png) (http://www.mediafire.com/download.php?jhibe0ux7fka20d)

Have fun playing Lemberg 2.0, I hope y'all like it  ;)
Title: Re: [Final] Lemberg (4)
Post by: stealthattack1 on December 06, 2011, 11:09:54 PM
thanks for the awsome map!
Title: Re: [Final] Lemberg (4)
Post by: Pac-Fish on December 07, 2011, 03:16:31 AM
Imma wait for it to be in 1.6 ^^
Title: Re: [Final] Lemberg (4)
Post by: GodlikeDennis on December 07, 2011, 08:55:47 AM
Excellent work as always Maxi. The changes are good for making it a little more competitive, especially the width. There sure are a lot of strat points though, perhaps too many.
Title: Re: [Final] Lemberg (4)
Post by: Walentin 'Walki' L. on December 07, 2011, 10:03:19 AM
Excellent work as always Maxi. The changes are good for making it a little more competitive, especially the width. There sure are a lot of strat points though, perhaps too many.

I also have to agree with that :P.
Title: Re: [Final] Lemberg (4)
Post by: SublimeSnugz on December 07, 2011, 01:01:10 PM
Yea nice work Maxi, Lemberg 2.0 looks awesome! The sector layout looks interesting, but i don't like those square/boxy sectors. I think it would look better if they were smoothed abit.
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on December 07, 2011, 01:30:28 PM
Thanks for your feedback so far. I'm neither a balancer nor an expert player, so please excuse the sector layout. Maybe the Balance Team can elaborate a better solution.  :)
Title: Re: [Final] Lemberg (4)
Post by: Walentin 'Walki' L. on December 07, 2011, 04:16:54 PM
Yea nice work Maxi, Lemberg 2.0 looks awesome! The sector layout looks interesting, but i don't like those square/boxy sectors. I think it would look better if they were smoothed abit.

the boxy helps you think about where you can cut sectors...
Title: Re: [Final] Lemberg (4)
Post by: Tankbuster on December 07, 2011, 05:23:32 PM
Will it be included in 1.6?
Looks awesome BTW.
Title: Re: [Final] Lemberg (4)
Post by: GodlikeDennis on December 07, 2011, 06:14:54 PM
Of course it will.
Title: Re: [Final] Lemberg (4)
Post by: Killar on December 07, 2011, 06:22:44 PM
Thanks for your feedback so far. I'm neither a balancer nor an expert player, so please excuse the sector layout. Maybe the Balance Team can elaborate a better solution.  :)

Already working on it. How big is the playable area? I wonder if a 3vs3 would fit it better
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on December 07, 2011, 06:59:51 PM
Map Size:   320 x 448

... is meant to mean the playable area. I also thought about making it a 3vs3.
Title: Re: [Final] Lemberg (4)
Post by: Killar on December 07, 2011, 10:06:50 PM
Something like this?

(http://img805.imageshack.us/img805/5291/lemberg6p.png)
Title: Re: [Final] Lemberg (4)
Post by: SublimeSnugz on December 07, 2011, 10:13:49 PM
Something like this?

Yea something like that  :)
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on December 07, 2011, 11:50:20 PM
I could do that, but first of all, we need a concept which is generally accepted so that I don't have to do as much work as I had to do with Kalach.. ;)
Title: Re: [Final] Lemberg (4)
Post by: Killar on December 08, 2011, 12:41:24 AM
I could do that, but first of all, we need a concept which is generally accepted so that I don't have to do as much work as I had to do with Kalach.. ;)

Well the Kalach changes were only possible because of multible test games. You cannot make it perfect in the first place.

Btw. the pic i posted was a ingame screenshot :P
Title: Re: [Final] Lemberg (4)
Post by: donthateme on December 08, 2011, 12:55:06 AM
Good job!
Title: Re: [Final] Lemberg (4)
Post by: GodlikeDennis on December 08, 2011, 04:46:39 AM
I think I would rather keep it as a 2v2 but change the sector layout a little. It only looks large because there are too many points IMO. How about this suggestion? It basically removes 4 of the unnecessary strat points and lowers map fuel by 5.

The middle of the map needs a few things. For one, the VP and muni point have to balanced for both sides. Second, more cover needs to be added on the North-East facing of the station, where the road is. Flanks there look unattractive because of the open roads. Just a couple craters/cars/wagons needs to be added.
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on December 08, 2011, 04:00:28 PM
I could do that, but first of all, we need a concept which is generally accepted so that I don't have to do as much work as I had to do with Kalach.. ;)

Well the Kalach changes were only possible because of multible test games. You cannot make it perfect in the first place.

Btw. the pic i posted was a ingame screenshot :P

I know, you can't reach perfection in the first stage, but remember how often I had to edit Kalach.. was around 8 or 9 times.. :P

Good job!

Thanks!

I think I would rather keep it as a 2v2 but change the sector layout a little. It only looks large because there are too many points IMO. How about this suggestion? It basically removes 4 of the unnecessary strat points and lowers map fuel by 5.

The middle of the map needs a few things. For one, the VP and muni point have to balanced for both sides. Second, more cover needs to be added on the North-East facing of the station, where the road is. Flanks there look unattractive because of the open roads. Just a couple craters/cars/wagons needs to be added.

Agreed. First, I will change the cover around the train station, then I'll think about the sector layout. Yours looks fine IMO but in the end it's the balancers decision. :)
Title: Re: [Final] Lemberg (4)
Post by: stealthattack1 on December 08, 2011, 08:25:38 PM
wow. lemberg 2.0 just came out and now lemberg 3.0 is in progress, all in the same week. such is the life of a community mapper. keep up the good work maxi!
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on December 08, 2011, 08:54:30 PM
wow. lemberg 2.0 just came out and now lemberg 3.0 is in progress, all in the same week. such is the life of a community mapper. keep up the good work maxi!

I wouldn't call it Lemberg 3.0, rather 2.1 ;)

But yeah, you have to be a tough person to be a mapper.. ;D

Thanks :)
Title: Re: [Final] Lemberg (4)
Post by: stealthattack1 on December 10, 2011, 12:51:50 AM
anytime man, you guys are great.
Title: Re: [Final] Lemberg (4)
Post by: Sylver on December 10, 2011, 08:48:08 AM
hi maxi,

nice that you have updated your map. the first impressions are really good. if you agree i will help you to optimize the sector layout and maybe some performance issues. keep up the good work.

mapping is hell, i know.

my tip: for further maps try to create the sector layout before you do anything else. it`s a lot of easier.
Title: Re: [Final] Lemberg (4)
Post by: Max 'DonXavi' von B. on December 10, 2011, 10:58:12 AM
Go ahead, do what you have to do ;)

As I said, I'm no balancer, my part of mapping is merely the creative.. ;)
Title: Re: [Final] Lemberg (4)
Post by: Sylver on December 10, 2011, 11:15:31 AM
Fine, thx maxi.

I will work in your file directly to avoid double work. After my work is finished I will send you the file. Hope it will be good. Cu