Company of Heroes: Eastern Front

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Messages - MonolithicBacon

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31
Mapping / Re: [finished] compstompers_Heaven (8)
« on: July 18, 2013, 10:21:03 AM »
I'm sorry but, why? Why are you feeding the Comp stompers? It's feeding the people who want to do a no pop-cap annihilate games. They don't help balance. They don't help determine whether things are good. Their balance feedback is useless to us. "Hurr Durr. My T70 spam strat didn't work. The games imbalanced." Well I couldn't understand how that T70 spam strat that you tried to use against another person, COULDN'T have worked :/. It's ridiculous how much shit was overperforming and over powered, due to us not balancing it well, but the community never speaking the hell up. But you know why? Cause half of it is comp stompers. They're going to kill the mod. And this post is a fucking blemish on the face of the forum related to maps. >: (

Because it's fun? This is a game after all, and not everybody needs to play it against other people competitively in order to enjoy it. You can play it as strategically or as stupidly as you want, and not be judged. Hell, you might even get a chance to relax every once in a while without feeling pressured by competition.
And you say that half of the people playing this mod are comp stompers, and that they're killing it? If you denied them from playing this, you lose half of the user base, and gain nothing. Hating comp stompers won't increase the amount of competitive PvP players.

So try to show a little respect and diversity, and keep the hate to yourself.

Hey @ saprize21,
...and all the compstompers around :)

This is for YOU:

On the other hand, nice work!
Keep it up.


32
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!

33
Mapping / Re: [OPEN BETA] The Kremlin (6) [February 22, 2013]
« on: July 06, 2013, 01:43:01 PM »
Hmm, I removed some of the big objects and it still keeps crashing.
If there is anyone who has an idea, please help. The problem is really getting on my nerves.
 :(

I may have found the problem, but I don't think you're going to like it. Because the walls on the map itself are not support walls, they usually take up more memory to configure, as they can be completely destroyed and are at all times subject to physics changes. Even with the blocker in place, if a mortar hits the top of the wall, it could cause the memory and physics to completely overload. That being said, the render count for all areas of the wall is substantially higher than the rest of the map, and is far beyond an acceptable 400 in some places (the South Western wall reaches highs of 800, which is enough to lag my system just from looking at it).

I hope that if you remove all of the brick wall splines and test the map, it should run fine. If this is the case, the walls will have to be replaced by Support walls.

34
General Discussion / Re: Stonewall
« on: July 03, 2013, 10:10:05 AM »
You're almost right, I tried to create own Panzerkrieg and Stonewall maps for Eastern Front but that was back in 2010 when I had no clue what I was actually doing. Should be better now though. I'll have a look at a "defending the Reichstag" Stonewall map and a Orsha/Prokhorovka/Orel Panzerkrieg scenario. The latter is easier to do if I remember correctly.

Yeah, I remember you showing me a guide on Panzerkrieg. It's a shame we don't also have one for Stonewall!

35
General Discussion / Re: Stonewall
« on: July 02, 2013, 09:52:47 PM »
Maxi was working on a similar idea as well, if I'm not mistaken, and I would love to try to make a stonewall map myself! I just need someone to code the SCAR for it!

The defense of Novorossyisk is a favourite scenario of mine!

36
General Discussion / Re: Rant
« on: June 02, 2013, 04:35:44 PM »
Simple Answer: The AI cheat.

Complicated Answer: The AI really cheat.

They can see everything, anywhere on the map at once. Consider it an additional challenge.

37
Mapping / Re: [OPEN BETA] Lyonderdam (8)
« on: April 30, 2013, 06:08:43 PM »
Is there another way I could grab this map, as it's not available through the provided links, or it requires me to fork out money in order to dl the map.

My apologies! The links have expired, but are now updated. Use the same links as before on the first post and they should be there.

38
Mapping / Re: MaxiKing and MonolithicBacon's "Frankenstein" Map Pack!
« on: April 30, 2013, 06:06:03 PM »
I always believe in "Less is more" but lets see where this is going :p

Btw I have a suggestion, your new maps are nice Bacon however I think there are too many obstacles, objects in the maps- navigation is not good and games becoming campy and pathing is very problematic. I suggest you to rework on them again, make a "Spring cleaning" ; )'

I say this because after we've  tried them in multi games, we still prefer the Vanilla EF maps after all. :/

Out of interest, which maps are you specifically referring to?

39
Mapping / Re: Missing LUA's
« on: April 12, 2013, 03:48:17 PM »
Bumping to see if there are any plans to bring these back.

The Maus would be particularly useful, as it was a centrepiece of Kummersdorf (2).

40
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)!

41
Suggestions / Re: Positioning Base Buildings
« on: March 12, 2013, 03:03:50 PM »
This is a major issue with some of the older maps, and a lot of custom maps.

Since the PE came in (with buildings considerably larger than all other races), the need for larger starting areas became necessary. There are a good few maps that happen to have had this issue, and I'm sure that Relic fixed plenty of them, where the PE were completely unable to fit all of their buildings in their base area.

My point however is this: which maps have caused the issue? Surely it would be far easier to fix the base areas than adding a rotation mechanic?

42
Eastern Front / Re: WWII Q&A thread: Ask us anything!
« on: March 08, 2013, 07:20:40 PM »
Well, I may as well contribute, because this question has been burning at me for a while!

I've heard stories that the British Sten, while cheap, light and easy to produce, often came across issues due to its magazine, and the fixture into the side of the weapon. Because soldiers used to hold the magazine when firing, rather than the weapon itself, the shock of firing over time could loosen the magazine feed and allow debris to get in, jamming the weapon.

Do you happen to know if there was any way to hold the Sten comfortably without being burnt by the muzzle?

http://www.guns.com/wp-content/uploads/2012/12/sten_pic1.jpg

In this image, for example, I can see why it would be preferable to hold the weapon by the magazine, as the gap between the trigger guard and the magazine is too small for a hand to fit comfortably, but holding the weapon in front of the magazine looks pretty close to the muzzle...

Any thoughts?

43
Off Topic / Re: Someone still playing Warcraft III?
« on: March 08, 2013, 11:09:37 AM »
Oh don't worry, I know the difference. They're in completely different leagues, and luckily for me, Warcraft was one of my first loves. It'll be nice to crack out the old disks again!

44
Off Topic / Re: Someone still playing Warcraft III?
« on: March 07, 2013, 10:35:41 AM »
Well, goodbye work.

Hello Warcraft!

45
Mapping / Re: [OPEN BETA] Lyonderdam (8)
« on: March 04, 2013, 04:32:18 PM »
Ok i understand, no problem. Thanks for making my dream map! :)

Another thing i have noticed when the AI killed one of the allied base they made a really weird turn that has to be something with the map i think

I dont know if its visibole but instead of taking this bridge over from the red big dot you can see close by it (its the ally base they killed) they instead goes back the whole way and drives to the allied side in Lyon. And the also ignored the second ally base next to the base they killed.

They ignored all the bridges except this one to pass over to the ally side.


Just noticed this when my team came to the ally base

Apperently their whole American team have just been standing still the whole game.
As you see them standing like that in the picture thats how they are standing in the game right now completely still.

Look how many stugs they build :( This is the same with Soviet all they build is ZU-76 or 26 i cant remember the name :(


Apprently they have figured out how to use the middle bridge now! :)


They still have not built any tanks :/


Now the finally figured out they can use it! :)


I'm afraid most of those issues are out of my hands. The AI would have decided to walk around the map because that bridge in question was "almost" finished, but not entirely. If you would have finished it, they would have undoubtedly have crossed it. The AI is far from logical.

As for the territory under the bridge, I will get that sorted for the next version! Thanks!

As for the yanks just sitting there, I will have to test this myself. It could be something to so with their bunkers merging into objects, or the fact that they cannot reach their opponent. Both would cause them to just sit there, doing nothing until the bunker is removed or a bridge is repaired.

Similarly, if you used pings at all, that could affect them.

So how long did it take to make this map?

And this map took between 6-8 hours to complete, including both versions. Which I'm sure you'll agree is far better than spending 40+ hours on an original map of the same size.

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