Company of Heroes: Eastern Front

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Topics - MonolithicBacon

Pages: [1] 2
1
Mapping / [WIP] Project LVIII - Tirol (4)
« on: November 09, 2013, 05:02:13 PM »
And I'm finally back, after a nice long break!

So, despite the quiet, I've been rattling away at maps to and fro before the COH2 World Builder makes its appearance and ultimately eats my spare time up.

So, for all of you bridge map lovers (sorry bridge map haters), I present Tirol.

http://www.mediafire.com/?85ftxzwoky5de8d










Although it's not quite complete in some visual aspects, we have a fully working map

Please let me know what you think, and suggest anything that you wish!

2
Mapping / Height Mapping Issue
« on: October 11, 2013, 02:05:18 PM »
Hey guys!

It seems odd for me to be writing on here with a mapping issue (seeing as I have been doing this for about 5-6 years now) but something new has cropped up, and I'm really at a loss!

Every since a lovely little bluescreen, my worldbuilder has been acting up when it comes to using the heightmap editor.
Regardless of whether a map is new or old, full or empty, saved or unsaved, the system lags terribly when using the editor.

If I use course instead of smooth, it can handle more, but as soon as I increase the brush size to anything over 3 it lags horrifically, and anything over 8 freezes the entire thing. This comes across as strange, because before the crash, it could handle everything smoothly, even at size 64.

Any help would be greatly appreciated!

3
Mapping / Sandstorm, anyone?
« on: August 27, 2013, 07:00:41 PM »
This may seem greedy, making a post for this alone, but damn, I'm in love!



Just imagine this, but with masses of sand blowing past the screen!

4
Mapping / FX issues with custom rain textures
« on: August 26, 2013, 11:15:34 PM »
Hey guys!

So, with my recent look into desert maps, I wanted to try and simulate a sandstorm by creating new rgt files in  WW2/data/art/scenarios/textures/rain that resemble sand, rather than water.

Although this was a success, and the result looks just as I wanted it to, there are graphical issues with certain FX, particularly anything that creates light, such as this:



As you can see, the light of the Manpower point UI is broken, as are the lights, and any fx (such as fires).

Additionally, the sandstorm itself is not the same as was designed in worldbuilder, and although it works perfectly there, it does not work the same in game (even the wind direction and colour of the texture has changed).

Does anybody have any ideas how I can fix this?
Any help would be greatly appreciated!


5
Mapping / [WIP] Project LVII - Tobruk (4)
« on: August 15, 2013, 05:50:46 PM »
And I'm back, ladies and gents, after quite a while (at least, by my standards).

So, in keeping with my Afrika theme, and yet another step closer to my 60th map, I introduce Tobruk!

This sprawling desert of cracked dirt and sand drifts is a lethal cocktail of dense rocks and open areas, lethal for both vehicular and infantry combat, if not utilised cleverly.











As before, this map is an open beta, so please expect teething issues. However, as for now, only the finishing touches to the Out of bounds is on my list, so please drop a reply if you find anything else that needs fixing, particularly with regards to cover in the sand dunes, and shot blocking on the rocks.

Besides this, enjoy!

http://www.mediafire.com/download/qk51qqe4icxiv5h/4p_tobruk.zip

6
Mapping / [OPEN BETA] Oosterheze (4)
« on: July 31, 2013, 12:02:14 AM »
So I'm back, with yet another Frankenstein map.

As you my notice, this is not one of my countdown maps, as unfortunately, it was made a long time ago, but has been shelved until now. This map, based on a combination of Oosterbeek and Wolfheze (inspired by my travels there) creates a very large, very scattered fight, ranging from close urban combat, to open, ranged tank battles.



However, please note that due to this map having originated from single player missions, you must expect bugs, and I hope that you can inform me of any if you happen to encounter them. If I happen to get the time to do so in the near future, I will fix whatever I can.

http://www.mediafire.com/?jo89wcg209f2atp


7
Mapping / [Finished] Project LVI - El Agheila (2)
« on: July 27, 2013, 01:29:13 PM »
And I'm back folks, with a map from the deserts of the Afrika campaign.

So, while work on Project LV continued, I figured I would try my hand at helping out the chaps at Afrika Mod, and 24 hours later, I have my 56th map complete. Believe me when I say that this has been a true pleasure to work on, and I have people to thank!

Firstly, my thanks to Aidas/Zemciugas over at Afrika for letting me run wild with his mod so quickly; secondly, my thanks to Playmobil, for his stamps and ideas; and thirdly, to Killar, who I hope is over at The Great War 1918, knocking up a territory concept to replace the existing one.

And of course, my thanks will go out to those of you who try this map and feedback to me. The version attached in the link at the bottom is currently using the Angoville map layout, but as previously mentioned, this is soon to change.

So, without further delay:











Enjoy, and please let me know what you think!

http://speedy.sh/KCbHW/2p-el-agheila.zip


http://speedy.sh/YZmTb/2p-el-agheila.zip

http://www.mediafire.com/?urpni14o3un2i66 (Version 1.1)

http://speedy.sh/Ngpgr/4p-el-agheila.zip (4 player version 1.0)

Keep your eyes peeled for further Projects to come!

EDIT - Note that the link above is no longer the current version, and that updates will soon be added. The following bugs have been fixed:
  • Blocker signs changed for working ones
  • Large dunes reduced, somewhat
  • Road reinstated, to justify negative cover where is was originally
  • Low walls in the fort ruins have been replaced to allow combat over them
  • Craters and additional infantry cover added
  • Base perimeter guffins added
  • Territory updated
  • Ruins updated to allow cover-to-cover fighting

8
Mapping / [WIP] Project LV - Return to Seine River Docks (6)
« on: July 15, 2013, 05:36:07 PM »
And I'm back, folks!

So, it occurred to me a little while back that between my work on The Eastern Front, The Great War 1918 and the many personal projects in-between, I am about to reach my 60th Map. Some may be awful, and others a little better, while a fair few, I would imagine that a lot of you have played, and I hope that they have entertained you as much as they have me.

Now, as a tribute to my time with WorldBuilder, and as a salute to Company of Heroes and its devout community of modders on the whole, I present to you a countdown, from Project 55 to 60, visiting new places, revisiting old places, and hopefully, showing off the world of war in the best possible way that I can.

So as a little sneak peak, I offer you a view of what would happen if we revisited the war years after it began.








Hopefully this will give you a few clues!

See you soon!

9
Mapping / [OPEN BETA] Bedust (4)
« on: April 04, 2013, 02:54:35 PM »
Back with more of Relic's goodies merged together, I present Bedust!

Merging Bedum (4) with Best (2), this map offers a unique approach to canal warfare, and makes a mean Victory Point map!





http://www.mediafire.com/?adq8a1jo0vvvxjj


If you find any issues, please let me know!

As with the other maps, this is an open beta, and it will be revised before its final release, with the other maps.

Next up, Oosterheze (4)!

10
Mapping / MaxiKing and MonolithicBacon's "Frankenstein" Map Pack!
« on: March 02, 2013, 03:00:15 PM »
So as some of you may have seen, Maxi and myself have started yet another project, ready to be worked on while our "World Fronts" pack is reaching post-production.

So, we bring to you:

"Frankenstein" Map Pack!

By bringing together the very best of Company of Heroes' maps, we intend to make maps by splicing them together, breathing new life to the maps you have known and loved for years!

So, while we have the first few maps in production, we want to know what you think!
Which two maps would you love to see spliced together?

Here's a list of maps we have:



Best with Oosterbeck?

St. Hilaire with Gilroy's Harbour?

Rails and Metal with Etavaux?

The possibilities are endless! Please, let us know what you think, and you never know, your idea may be created!

11
Mapping / [OPEN BETA] Lyonderdam (8)
« on: March 02, 2013, 02:17:36 AM »
So, as some of you may have seen, when saprize21 asked for an 8 player Lyon, it brought to the surface an idea that Maxi and myself had a little while back, and with a day to spare, I figured I may as well jump at it!

So I present to you, Lyonderdam ( 8 ) !



This is the first of (hopefully) many that will combine the best of Company of Heroes' maps together!

The aim here is not to ride on the backs of the previous artists, but rather to create something unique from what you already know and love, beginning with one of the most popular 4 player maps, coupled with (in my opinion at least) the most poorly used 2 player map in the game!

While the majority of the work is done, including splicing the two maps together, changing and adding terrain where necessary and generally filling in the gaps left behind, all that is left to do is complete the territory, which much be changed completely.

Below is the download link for the sgb version of the 6 player map:
http://www.mediafire.com/download/7angskb7sxwnu7b/6p_lyonderdam.zip

This version plays lengthways across the map, and is perfect for sieges.

And below here is the download link for the sgb version of the 8 player map:
http://www.mediafire.com/download/2aae6ez0y8e7xhq/8p_lyonderdam.zip

This version plays widthways, and is nothing short of chaotic.

Any comments or feedback would be greatly appreciated in the comments below, as this is still a beta! Once enough time has passed, loading screens and minimaps will be added, along with an official release!

If there are any other creations that you would like to see, please also post below!
While there are no rules at present, I personally will not combine any maps that collectively would host more than 8 players (for example, combining two 6 player maps), as they can become considerably demanding, and working on maps in post-production is damned slow work on an old system like mine!

Anyways, until next time, toodles!

12
Mapping / Missing LUA's
« on: February 24, 2013, 11:29:12 AM »
Hey guys!

Not a pressing issue here, but I've been rallying around a few maps and every now and again, I come across a few items that seem to be missing, whereas they previously went. I hope it is in your interest to keep every possible object in EF to avoid map incompatibility with maps downloaded from other sources.

Anyways, I will state the two that I have found so far, and update this post if I happen to find any more along the way!

the white_footbridge_01_wrecked
wrecked_maus_map_object

13
Mapping / Victory Points!
« on: January 06, 2013, 04:09:06 PM »
So, looking through all of the plans I have yet to make into maps, a question entered my mind:

How many Victory Points do you prefer?

Although the map rules for EF specifically state that there should be an uneven amount, in order to keep it competitive and prevent stalemates, I have to say that I think it changes depending on the map. Not that I intend to change EF's rules, but playing maps like Vire River Valley in which there are only four create some interesting games! While the VP points are no competitive, the resource layout still is, and it promotes invasive gameplay, in which you have to force your way through no man's land in order to take the advantage.

Of course, this is map-specific, and my opinion alone, but I want to know what you guys think!

So, even or uneven, and how many VP's specifically? Three? Four? Five?

Let me know!

14
General Discussion / SAS Raider Buffs
« on: December 13, 2012, 12:24:30 AM »
Hey guys!

So, with more and more spare time coming to me in this jolly season, I decided to get back into the gaming side of EF, and with that said, I had to try out the RMC once again.

Now I recently tried a quick game with AI, in which during the final moments, a platoon of 4 squads of SAS raiders, accompanied by 3 lieutenants chased down and slaughtered everything, from Grenadiers to Assault Grenadiers, to Marders. While it was atmospheric and frankly beautiful to behold, I had to ask myself, did the Lieutenants have something to do with this?

I am aware that commandos are not affected by the LT buffs, but can contribute to their rank by transferring their kills, as well as being aware that this point has been brought up in topics before (albeit, over a year ago at least), and there never did seem to be a definitive answer. So I ask you, did these Lieutenants turn these raiders into endgame infantry? Or would I have been better off sending them away to shadow my Tommies, and turn them into men of steel instead?

15
Mapping / MaxiKing and MonolithicBacon's Map Packs!
« on: December 02, 2012, 08:17:37 PM »




Hey guys!

To celebrate our time with not only the Eastern Front mod, but with Company of Heroes in general, Maxi and myself have hatched a plan to create our very own map packs!

This will contain various goodies that we have created over the years, from one-off projects, map conversions and anything else that isn't already in the Eastern Front map pool itself!

Below we have a list of the map packs already released, and the works in progress! Enjoy!





Containing:
  • Angoville (2p)
  • Semois (2p)
  • Beaux Lowlands (4p)
  • St. Fromond (4p)
  • Sturzdorf (4p)
  • Vierville (4p)
  • Carpiquet (4p)





Coming soon....

"World Fronts"

Battle of Arras (2p) - TGW mod
Fromelles (4p) - TGW mod
Chania (4p) - Battle of Crete mod
Maleme Airfield (4p) - Battle of Crete mod
Peleliu Airfield (4p) Pacific Thunder mod
Ruweisat Ridge (4p) - Afrika mod
Karelia (6p) - Eastern Front mod
Novorossiysk (6p) - Eastern Front mod
Vinjesvingen (4p) - Battle of Norway mod



"Frankenstein Map pack"

Lyonderdam (6p) and (8p)
Semachelous River (4p)
Bedust (4p)
Oosterheze (4p)
...and a lot more!

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