Company of Heroes: Eastern Front

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Messages - Mystic-Car

Pages: [1] 2 3 ... 7
1
Mapping / Re: [CONTEST] Millerovo Airport (New Version)
« on: January 04, 2013, 09:55:35 PM »
Hi SgtConti,
haven't downloaded the map so far (just looked at those screenshots you provided us).

What I noticed so far:
The map looks pretty clean.
(No Splats?, A damaged factory? - Where's the rubble?)

Also the map seems a bit to small - even for a 1v1.
Well but practise makes perfect  ;)

-Mystic

2
Mapping / Re: Map size question
« on: August 18, 2011, 08:40:08 PM »

 :D (Just click on it!)


Mystic

3
Bugs & Tech Support / Re: [1.4] List of known issues
« on: August 17, 2011, 01:45:06 PM »
And can you guys also fix the bug that vehicle can merged, i mean they go through each other instead of get stucked.
You mean the "feature" which enables better pathfinding? Relic once included that in a 2.x patch :O

Mystic

4
Mapping / Re: something that annoys me
« on: August 10, 2011, 04:23:19 AM »
You can also deactivate it by not using DX10

Mystic

5
Mapping / Re: Mr. Scruffs berlin map
« on: July 22, 2011, 01:46:50 AM »
hehe ok what is some time ago?
i looked also at the thread on relic news and even there was no live sign of araxis since 1st Aug 09
End of march 2011


Mystic

6
Mapping / Re: Mr. Scruffs berlin map
« on: July 20, 2011, 10:21:06 PM »
You want to "rebuild" the berlin map of araxis?
Well i send him a email some time ago, whether he could finish the map by himself or let me finish the map.

He said he wanted to finish the map by himself...
Mystic

7
Red Army Suggestions / Re: T-44
« on: July 13, 2011, 09:31:44 PM »
T-44 existed, some of 1800 produced took part in WWII on european front.
Could you pls mention your source?
Just though <200 were produced till the WW2 ended.

Mystic

8
Ostheer Suggestions / Re: Trenches/heavy cover
« on: July 08, 2011, 11:14:39 AM »
Sounds like a Battle of Bulge map  :P.

match start: daytime
match end: stormy snowfalling afternoon
and of course the LoS and the movement speed has been decreased.

9
Mapping / Re: a map that I made
« on: July 05, 2011, 03:59:57 PM »

This picture says everything what is needed.
* Not very detailed
* City looks strange
* ...

Map will not be included, It's not detailed enough.
Maybe your next map will be better, Practice makes perfect  ;).
(It would have been enough to take a look at the downloadsize -> 2mb? and 2v2? no way that it can be nice detailed map)
Mystic

10
Mapping / Re: wb problem
« on: July 03, 2011, 04:42:13 PM »
Delete the mod...
It would be even enough if you just delete the modname.module file.

Mystic

11
Mapping / Map Rules! (New Rules!)
« on: July 03, 2011, 03:39:02 PM »
- To ensure balance, no weapons or functional gun emplacements on the map.

- Ingame name must be in the format of [EF] Moscow (2), replacing Moscow with capitalised map name without unnecessary prepositions (no The for eg.) and 2 with number of players. Filename must have proper designations (Example: "2p_moscowmap").

- All maps must have a map description.

- There must not be any functional and/or capturable weapons on the map. For example, weapons like Flak 88s are still allowed but must not be crewable by any side.

- Destroyed bridges are allowed, if the map offers minimum of two alternative paths. All maps must contain at least two indestructible path between each teams' bases.

- All maps must have proper designations (Example: "2p_fantasymap")

- All maps must be of high visual quality without overuse of splats and textures to degrade performance. Place objects and textures where they will have the greatest visual impact. Less attention needs to be had around base areas - focus on the middle 50-75% of the map where all the fighting will be had. A few iconic areas in highly contested areas are a good idea to make the map interesting, while also indicating to players the importance of these areas. Large, special buildings and shot blocking objects also offer tactical advantages.

- Map size must be appropriate for the number of players.

- Number of Victory Points must always be odd to prevent stalemates (3, 5 etc.)

- Map resources must contain between 45-80 munitions and 30-60 fuel in total. Resources must be balanced (not necessarily even or mirrored) for both teams. No team can have a clear advantage in resources based on map position.

- Resources must be laid out in a competitive arrangement. That is, many resource points need to be harrassable and in several places around the map. Clusters of high points together or next to base sectors are unacceptable. Filling the center of the map with strategic points is unacceptable. Both sides must fight over the resource points for a map to be considered. Medium and high fuel points especially must be accessible by both teams.

- There must not be unwarranted spam of low resource points or strategic points "just to fill space". Similarly, there cannot be spam of only high points with strategic points between them. A mix of strategic, low, medium and/or high points are required.

- Sector layout should have some sort of obvious cutoff that separates base sectors from medium or high fuel points. This should be in the form of strategic or low resource points. There does not have to be a single main one. Two or three can also do the job.

- Separation of zones: Use hedges, fences, water and shot-blocking objects to create distinctly separate areas to fight in. Create a few chokepoint areas (gaps in hedges etc.) that allow for good tactical play. There must be alternative paths to the area though. A map can/should contain at least two separate zones, though it will depend on map size as well. Resources should be smartly arranged within these zones to not allow a camping player to hold ALL of the resources.

- There should not be an overcentralisation to the map. Combat should take place not just in the middle but on the sides of a map as well. Place good resource points and victory points in separate locations to achieve this. While the goal is that combat is fierce in the middle of the map, it is not necessary to completely focus it at the exact center. Combat could be equally fierce at the midpoint of each side as well.

- The maximum resource amount allowed to be directly connected to a base without an obvious cutoff is 15MU and 10FU. Ideally, it will be 5-10MU and 5FU.

- There cannot be unnecessary spam of buildings. Building placement should be considered carefully and very few should be placed on most maps. In particularly urban maps, many buildings will have to be ungarrisonable or destroyed/damaged to balance the number of buildings. Also, window facings must be carefully considered to allow for flank opportunities in dense conditions. A single strong building with slightly limited visibility/line of sight should be favoured over a large number of small ones. When considering where to place buildings, put shot blocking cover nearby to allow for flanking options.

- Streets and pathways must be relatively clear and easy to navigate. A halftrack should be able to travel down your street with relatively little difficulty. Streets should be placed in positions that allow for fast navigation of the map, either toward the enemy base or between important resource points or zones. Streets, and maps in general, must not have an overuse of craters or other cover types as this makes vehicle pathing too difficult. Even in infantry focused maps, there should be designated "vehicle zones" where vehicles will not have too much trouble moving and pathing. Streets must not be too narrow.

- Cover must be present on the map in healthy amounts but not overused. Cover should be of varying types and negative (red) cover should also be present in the form of roads, crossable water and/or open areas.

- If you have updated your Map then add the new downloadlink to your mainpost in your Thread and inform Mystic-Car (Send Message) or MaxiKing6 (Send Message).


Please STICK to these rules or there is no way your map will be included.
Also, your map has to be of some visual quality, we don't care if it is your first map - if its bare, crowded or lacks in design, it will not be included.

12
Included Maps / [EF] Kotelnikovo (2)
« on: July 02, 2011, 03:38:31 PM »
[EF] Kotelnikovo (2)

Kotelnikovo served as a base for the German troops of Field Marshall Erich von Manstein during the Battle of Stalingrad, a Red Army counteroffensive liberated the town on December 29, 1942. The farm houses in the east and the west provide good cover, while the extensive fields offer little protection. The street from the north to south offers a good attack position also.

Last Update: 1.40
Weather Options: Sunny / Dawn
Mapsize: Small

Creator: Sylver
Thread: Gamereplays.org


Screenshots:










13
Mapping / Re: Railroad Station One (4P)
« on: July 01, 2011, 05:08:44 PM »
One file has the wrong filename...
It should be called "4p_railroad_station_one_ID.scar" instead of "4p_railroad_station_one.scar" ;-)

Mystic

14
Mapping / Re: Kalach (2v2)
« on: June 25, 2011, 12:36:00 AM »
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

15
Mapping / Re: Self-created Map doesn't work in MP
« on: June 17, 2011, 04:23:34 PM »
.tga files do not conflict the online compatiblity of a map.
Which messages appears if you try to join the game from your buddy?

Mystic

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