Company of Heroes: Eastern Front

Author Topic: [Finished] Perekop (6)  (Read 35470 times)

pariah

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Re: Perekop (6)
« Reply #60 on: January 26, 2011, 08:42:44 PM »
It certainly seems wide enough... I don't see why they shouldn't be able to.

Offline Elquattro

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Re: Perekop (6)
« Reply #61 on: January 27, 2011, 07:48:16 AM »
@TheDzierzanPL The tank are possibility to cross a middle bridge : not a bug =D.

I think extend (width) the middle bridge.

Post Merge: January 27, 2011, 02:42:28 PM
Hi =D !

News :

- Change Bridge Center (more width)
- Add Water & Forest & Rock Around the map
- Change All Road
« Last Edit: January 27, 2011, 02:42:28 PM by Elquattro »

Offline Dzierzan

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Re: Perekop (6)
« Reply #62 on: January 29, 2011, 01:08:29 PM »
Great new  :), but i can't download this map  :'(. Try to fix download site.

pariah

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Re: Perekop (6)
« Reply #63 on: January 29, 2011, 01:15:12 PM »
Yeah, i got a French 404 error this time. Makes a nice change from the usual German.

Post Merge: January 29, 2011, 04:59:03 PM
What exactly do you mean by the Tactical Map being 0% complete? I couldn't see anything wrong with it... ???

Also, you might want to increase the size of start position 1. In its current state, you have to build 1 of your buildings just outside. Doesn't look nice...

Post Merge: January 29, 2011, 05:15:05 PM
Another thought: You should probably reduce some Fuel sectors to medium or even low, since Fuel, even when the sectors aren't locked down, is a little too abundant...
« Last Edit: January 29, 2011, 05:15:05 PM by pariah »

Offline Elquattro

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Re: Perekop (6)
« Reply #64 on: January 29, 2011, 07:27:36 PM »
Ftp : Ok (i repaired =D)

Zone player 1 : + width

Barrel : 2 hight -> 2 low

Thx for your comment & test  !
Download is open ! Good Game !
« Last Edit: January 29, 2011, 07:46:28 PM by Elquattro »

Offline Dzierzan

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Re: Perekop (6)
« Reply #65 on: January 29, 2011, 07:47:23 PM »
@Elquattro
Dude, i can't still download new version of your map, when i want download, i see 404 error, pls fix it, because me and my friends want play this great map :)

P.S. - there is problem with AI, they sometimes dont attack, all army is in one place.

EDIT: ups sorry now working, i download your map, sorry again ;)
« Last Edit: January 29, 2011, 07:49:02 PM by TheDzierzanPL »

Offline Elquattro

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Re: Perekop (6)
« Reply #66 on: January 29, 2011, 08:06:31 PM »
Hi TheDzierzanPL !

=) No problem and i'm sorry for this bug.

I've a new bug with IA, and i will delete this.
I'm sorry, i want to fix this map, but there are more bug =s

I've post a new perekop.
I've changed : munition / fuel & repair IA =)
« Last Edit: January 29, 2011, 08:50:57 PM by Elquattro »

pariah

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Re: Perekop (6)
« Reply #67 on: January 29, 2011, 08:52:11 PM »
Sorry to give you more work to do, but i think you should reassign some of the off-map reinforcement points. Sometimes they will come from the wrong H.Q. territory. (You'll notice in the picture that my allies Field Support Truck came from my territory.)

I'll download your new update, and see how it goes. ;D

Offline Elquattro

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Re: Perekop (6)
« Reply #68 on: January 29, 2011, 09:09:04 PM »
I verified, all reinforcement points are good.

For allies and field support truck, i don't think... strange O.o !!!
IA allied like a joke =p

pariah

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Re: Perekop (6)
« Reply #69 on: January 29, 2011, 10:47:50 PM »
Yeah, the off-map points seem to be O.K. now.

It's great that you fixed the roads, but is there any way to clean it up, so you don't have the annoying edges? It really doesn't look right like that...

And what you did with the bridges is really cool!

Offline Elquattro

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Re: Perekop (6)
« Reply #70 on: January 29, 2011, 11:50:38 PM »
Thx Pariah =D !

it's your idea for add element for a bridge.

For Road, i've not possibility to clean :s. This texture is only.

pariah

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Re: Perekop (6)
« Reply #71 on: January 30, 2011, 12:04:57 AM »
No, i don't think it was my idea...

Do you know if there are any other road types that don't have edges, so they would merge into each other O.K.?

Offline Elquattro

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Re: Perekop (6)
« Reply #72 on: January 30, 2011, 02:24:31 AM »
Yes yes of course ! they are more texture for a road !

pariah

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Re: Perekop (6)
« Reply #73 on: January 30, 2011, 04:22:13 PM »
Alright, well i found a couple more problems...

The first is that there's an area where my Kangaroo Carriers got stuck... (Fuck i hate the Brits...) You might want to fill that area in with something to prevent units from spawning in there.

And these walls you used on the side of the bridge really don't look right there...

Offline Elquattro

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Re: Perekop (6)
« Reply #74 on: January 30, 2011, 11:58:11 PM »
For a bridge : wall aren't good for this bridge. I will changed this, in a next update.

For a bug House : no problem ^^