Company of Heroes: Eastern Front

Author Topic: [Finished] Perekop (6)  (Read 35441 times)

Offline cephalos

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Re: Parakop (6)
« Reply #30 on: January 22, 2011, 10:36:23 AM »
looks awesome

Offline Elquattro

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Re: Parakop (6)
« Reply #31 on: January 22, 2011, 11:14:36 AM »
Thx Cephalos =)

pariah

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Re: Parakop (6)
« Reply #32 on: January 22, 2011, 01:13:04 PM »
O.K., i've been trying for ages to access your website, and i finally got in! Thanks to the Skater At War guy, i was able to play your map, and i'd like to give you some advice:

Here is a list of issues i found with your map:

-Generic loading screen.
-No Victory Points.
-Strategic Points in statues.
-Needs more polish around bridges.
-There is a destroyed Cromwell.

That's all i noticed in my short time playing.

Offline Max 'DonXavi' von B.

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Re: Parakop (6)
« Reply #33 on: January 22, 2011, 03:03:46 PM »
This looks nice, but just one thing:
The object spline (support wall), did you make it adjustable or relative to terrain? It looks better when the wall goes into the water and doesn't end before ;)

Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa

pariah

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Re: Parakop (6)
« Reply #34 on: January 22, 2011, 05:54:01 PM »
I just played another game, and i noticed that the "roads" aren't actually roads...

Offline Elquattro

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Re: Parakop (6)
« Reply #35 on: January 23, 2011, 09:11:34 PM »
Quote
-Generic loading screen.
-No Victory Points.
-Strategic Points in statues.
-Needs more polish around bridges.
-There is a destroyed Cromwell.

-> For loading screen, i've a bug.
-> Victory points, i will add
-> Strategic points in statues, it's good for you =p (just i like this)
-> Needs more polish around bridges, no problem =)
-> There is a destroyed Cromwell, O.o where ? can you post a screenshot ?

pariah

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Re: Parakop (6)
« Reply #36 on: January 23, 2011, 09:13:31 PM »
I noticed that 1 of the buildings seems to be in the wrong territory. It's hard to explain, so i'll see if i can take a screenshot of it, as well as the destroyed Cromwell.

Post Merge: January 23, 2011, 09:52:35 PM
The building is in the Munitions sector according to the game, but it's actually not.
« Last Edit: January 23, 2011, 09:52:35 PM by pariah »

Offline Elquattro

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Re: Parakop (6)
« Reply #37 on: January 24, 2011, 11:58:30 AM »
Thx for screenshot Pariah =) !

Offline nico97one

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Re: Parakop (6)
« Reply #38 on: January 25, 2011, 02:20:42 AM »
I like your map ! Hope you'll finish it soon !

BUT

3 Chokepoints and even more, they are bridges ... :S That's a little bit a camping/arty map

pariah

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Re: Perekop (6)
« Reply #39 on: January 25, 2011, 08:27:25 PM »
Honestly, i don't think bridges are that bad. It's just the A.I. players who don't know how to use them...

So, i found some issues with a fence around a Fuel point; Infantry can move through parts of it. And it looks weird how some parts are on a hill, making them stick up... And i also got a better shot of that annoying building that's in the wrong territory.

Offline Elquattro

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Re: Perekop (6)
« Reply #40 on: January 25, 2011, 08:50:55 PM »
Ho Thx Pariah for a test =D !

i will changed that =)

Offline Max 'DonXavi' von B.

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Re: Perekop (6)
« Reply #41 on: January 25, 2011, 09:04:30 PM »
The fences look like VisOnly objects, @ElQuattro: which object is that? Change it to "ebps\environment\art_ambient\objects\walls\metal\iron_gate_l_01" when you want the fence to look like this.

VisOnly Objects are not for use on playable area, they are just for off map use because their physics don't need to be loaded. If there are further VisOnly objects on your map, please replace them with their real counterparts if needed ;)

@pariah
The building appears to be on empty territory or isolated territory, that belongs to the neighbour munition point, maybe he forgot to paint the territory beneath the building.

You have to imagine it like this: First, you place the munition/fuel/strategical points. Then you choose the TER (territory) tool and select "Calculate Voronoi" which creates territory around the points. The problem of this game-generated sectors is, that their size and shape is equal to the other ones, it doesn't create any strategical or map-orientated territories. To change this, you have to paint the territory by clicking on "sample" and choose the territory you wish to edit.
Because the building hides the spot beneath itself, he might have overlooked it if the area on which the building stands was part of the calculated munitions territory before.
« Last Edit: January 25, 2011, 09:06:56 PM by MaxiKing6 »

Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa

pariah

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Re: Perekop (6)
« Reply #42 on: January 25, 2011, 09:13:55 PM »
Yeah, that's likely what happened... (Still yet to really play around with territory in the World Builder.)

Also, another issue is that i can't save recorded games; When i click the "save" button, it just closes...

Offline Elquattro

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Re: Perekop (6)
« Reply #43 on: January 25, 2011, 10:28:10 PM »
I've updated map (downloading map -> look a first post)

pariah

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Re: Perekop (6)
« Reply #44 on: January 25, 2011, 11:16:09 PM »
Cool. So i just download the new map, and delete the old 1?