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[Finished] Perekop (6)

Mapping

#55648

[Finished] Perekop (6)

Hi  :) !

Last day, i made a map for Eastern Front, and i propose this map.
If you can test my map ? Thanks =)



Name : Perekop (6)
Date : November 1941
Player : 6
Story : During the invasion of the axis. Perekop was made quickly, but II-2 bombed relentlessly the bridges between the two sides.
The city of Sevastopol is next on the axis list...


Perekop : v1.00

I made a website for downloading this map, and for all information on the progress of the map.

Link -> Perekop




Loading Map :
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Map Strat :
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Preview Map :
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Screenshot Map :
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Last edited February 2, 2012 at 3:43 PM by Elquattro

#55656

Re: Parakop (6)

That looks so cool!
#55664

Re: Parakop (6)

Thx Pariah =D
#55671

Re: Parakop (6)

Actually, map looks good, but it's too empty and clean. Bridges and area around them isn't crowded by rubbish and other stuff. It just lack of small details. Everything else is very good IMO.
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#55674

Re: Parakop (6)

The map has a good layout but It needs more detail I think.
I identify as a four-eyed bird man. /s
#55679

Re: Parakop (6)

Looks nice!

Little advice/comment:

Isn't better if that one of the Start Point should be in the other island?

ex:

1 Alone 2-3 couple
6 Alone 4-5 couple

Where 1-6 fight each other 1v1 and 2/3 -4/5 fight 2v2, like in Montherme map...but is only my opinion.

Anyway good work. ;)
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#55681

Re: Parakop (6)

It could be interesting if you just moved 1 and 6 over to the neighboring islands... (Or maybe just 3 and 4, so the other start positions are closer to the middle.)
#55685

Re: Parakop (6)

Honestly, you need more details.
Just doing some tile, spline and object work doesn't make a good map. Try to make it less boring using splats (I know, shit of work) and grass.

What I like is the layout. And the idea of moving positions 1 and 6 to the empty island is good, even for gameplay.

Try to apply these hints and your map will get much better  ;)
Forum post image
Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#55688

Re: Parakop (6)

I really can't see how you can judge detail on these few screenshots...
#55689

Re: Parakop (6)

pariah wrote:
I really can't see how you can judge detail on these few screenshots...

There's a download link there.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#55691

Re: Parakop (6)

Yeah, i downloaded it, moved it to where the maps are, but it's not in the list... ???
#55693

Re: Parakop (6)

@blacky: I didn't download it at all, maybe I'll do later, but right now I'm busy for school.

@pariah: look at the 3rd pic from the bottom. I looks a bit.. boring. Just this green, flat grass tile, some trees and houses. I wasn't meant insulting, just as a hint for him to improve his work. I didn't say this because I just like to complain, I am a mapper myself and this was meant constructive and not destructive ;)

Edit: Just seen on 3rd pic, ElQuattro, you forgot the little off-map space that surrounds the playable area. Not bad for gameplay, I would just ignore it, but looks strange when you are playing and there is just nothing, a black screen.

Nice theatre anyway. I like the Sevastopol campaign.
Forum post image
Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa

Last edited January 21, 2011 at 8:06 PM by MaxiKing6

#55696

Re: Parakop (6)

Yes, i realize you weren't trying to offend. And i, likewise, wasn't trying to offend. I just think it's hard to get a good idea of the details from a few pics is all.

Also, i didn't notice until you mentioned it, but yeah that black border does look weird... Maybe the Earth is flat after all?
#55697

Re: Parakop (6)

@MaxiKing6
Me too, but i'm at work ;). So, I suppose it works xD.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#55699

Re: Parakop (6)

Very Thx for All comment !

I will change and add :
1- More details
2- positions 1 and 6 to the empty island
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3- Correct -> Black Screen

Last edited January 21, 2011 at 8:39 PM by Elquattro

#55701

Re: Parakop (6)

Very nice. I could do a Relic-style tacmap for you if you like ;)
Forum post image
Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#55702

Re: Parakop (6)

If you don't mind some further critiquing - Do you think you could not put the H.Q. territories on roads? I just think it looks weird, placing buildings on roads...
#55704

Re: Parakop (6)

@MaxiKing6 : Ho great ! i need Tacmap for my map =) ! Very Thanks Maxi.
You need Parakop.tga ?

@pariah : Thx, i will move roads to the territories H.Q.
#55705

Re: Parakop (6)

I think you misunderstood - I meant how positions 3 4 and 5 seem to be on roads. There should be roads near to the start positions, but not actually in the start positions. Of course, it's kind of hard to tell what it really looks like with those circles, so i could be wrong...
#55707

Re: Parakop (6)

pariah wrote:
If you don't mind some further critiquing - Do you think you could not put the H.Q. territories on roads? I just think it looks weird, placing buildings on roads...

+1

And one further point:
It's not that good for gameplay when every single bridge is destructable. It can, it doesn't have to make a map to a camping ground. It's up to you to change it, but I would like it.
You can create those undestructible bridges by using the hight map editor and the walls that are in the walls/support folder in the object category. Look at the center of Lyon, there is also a "bridge" like this.

@ElQuattro: I need parakop_mm.tga and parakop_tml.tga. I will do that when your map is in the Final status, everything else wouldn't pay off because I would have to rework/do it again then.
Forum post image
Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#55708

Re: Parakop (6)

Don't mind me saying, but the name should be Perekop, which is how this very place is actually called. It means something close to "dug over" or a "trench" (in this case, it's a huge one ;))
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If you want a picture of the future,
imagine a boot stamping on a human face
— forever.
#55712

Re: Parakop (6)

@pariah
QuoteI think you misunderstood - I meant how positions 3 4 and 5 seem to be on roads. There should be roads near to the start positions, but not actually in the start positions. Of course, it's kind of hard to tell what it really looks like with those circles, so i could be wrong...

I understand =). No problem i delete this road (3-4-5-6)

@MaxiKing6
QuoteYou can create those undestructible bridges by using the hight map editor and the walls that are in the walls/support folder in the object category. Look at the center of Lyon, there is also a "bridge" like this.

I test with bridge center =) (-> undestructible bridges) .

QuoteI need parakop_mm.tga and parakop_tml.tga. I will do that when your map is in the Final status, everything else wouldn't pay off because I would have to rework/do it again then.

Of course ^^. When the map is finish, i'm send you mm.tga and tml.tga


Post Merge: [time]1295644762[/time]

I have update a first post.
You can see the changes to be made, looking at my first post. I would make updates to all each correction =).

Last edited January 21, 2011 at 9:19 PM by Elquattro

#55720

Re: Parakop (6)

Okay I will watch the progress and maybe also test it, tell you some further possible improvements and make the tacmap in the end.
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#55724

Re: Parakop (6)

Okay =) ! Very Thanks MaxiKing6.

It's too cool to give me you're idea and subjection =D.

And Thanks All community.
#55726

Re: Parakop (6)

pariah wrote:
Yeah, i downloaded it, moved it to where the maps are, but it's not in the list... ???


You have to put it in the maps folder.
The Russians think there sooo tough, wait till the Ostheer comes...

Coh Name: Seeme
#55729

Re: Parakop (6)

Elquattro wrote:
Okay =) ! Very Thanks MaxiKing6.
It's too cool to give me you're idea and subjection =D.

Anytime, you're welcome ;)

Seeme wrote:
pariah wrote:
Yeah, i downloaded it, moved it to where the maps are, but it's not in the list... ???

You have to put it in the maps folder.

If you wish to open it with the WB, you will have to extract it first because WB is unable to load sga archives. You can do that by downloading Corsix Mod Studio.
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#55740

Re: Parakop (6)

Yes, i put it here:

C:\Program Files\THQ\Company of Heroes\Eastern_Front\Archives

(Where all the Eastern Front maps are.)

(I'm not concerned about opening it in the World Builder.)
#55742

Re: Parakop (6)

nah you gotta put it in documents/my games/company of heroes/ww2/scenarios ;)
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#55748

Re: Parakop (6)

pariah wrote:
Yes, i put it here:
C:\Program Files\THQ\Company of Heroes\Eastern_Front\Archives
(Where all the Eastern Front maps are.)


Couldn't have worked in two ways. On the one hand side,
Quotebecause WB is unable to load sga archives
, on the other you would had have to change the Eastern_Front.module file then because the archives that are loaded (the maps) have all to be listed in that file.
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#55755

Re: Parakop (6)

I post a new undestructible bridge center (not finish)  :).

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#55756

Re: Parakop (6)

looks awesome
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#55761

Re: Parakop (6)

Thx Cephalos =)
#55783

Re: Parakop (6)

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.
#55804

Re: Parakop (6)

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 ;)
Forum post image
Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#55836

Re: Parakop (6)

I just played another game, and i noticed that the "roads" aren't actually roads...
#56043

Re: Parakop (6)

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 ?
#56044

Re: Parakop (6)

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: [time]1295815955[/time]

The building is in the Munitions sector according to the game, but it's actually not.

Last edited January 23, 2011 at 8:52 PM by pariah

#56123

Re: Parakop (6)

Thx for screenshot Pariah =) !
#56219

Re: Parakop (6)

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
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#56313

Re: Perekop (6)

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.
#56319

Re: Perekop (6)

Ho Thx Pariah for a test =D !

i will changed that =)
#56324

Re: Perekop (6)

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.
Forum post image
Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa

Last edited January 25, 2011 at 8:06 PM by MaxiKing6

#56329

Re: Perekop (6)

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...
#56338

Re: Perekop (6)

I've updated map (downloading map -> look a first post)
#56343

Re: Perekop (6)

Cool. So i just download the new map, and delete the old 1?
#56344

Re: Perekop (6)

Yes Pariah .

Download new map and delete old.
#56345

Re: Perekop (6)

Thanks.

Well, i decided to have a quick (250 point) game to test it, and i found a few more issues. First of all, the border really doesn't look right. I realize the borders never look good, but i still think it could be better...

Also, there's some cyan box that doesn't appear to be historically accurate...

And i'm not too sure about the bridges, either; Having 2 bridges leading to friendly territory, there is no incentive to repair both. Not sure what you could do about that... And the indestructible middle bridge doesn't seem right either. I think it would maybe be better if you had the 2 previous infantry bridges, but have an island in the middle with a Victory Point.

And you really should place some roads instead of whatever that terrain is...

Just some more suggestions. It really is a great map. Just needs some more polish is all.
#56382

Re: Perekop (6)

pariah wrote:
Also, there's some cyan box that doesn't appear to be historically accurate...


This box is caused by a missing RGM, a CoH model file.

Quote
And you really should place some roads instead of whatever that terrain is...


It seems just to be a tile, a normal terrain texture. He "painted" his roads instead of creating them by the spline tool.

@ElQuattro: If you don't know how to use this feature, look for a tutorial or ask me ;)
One thing that's also causing my attention is the off-map area again.
Like it seems, you just have adjusted a horizon mesh, that looks rather.. not that good.
If you would like to improve your off map area, you will have to stamp the whole map with the stamptool, which doesn't work in the newest version of CoH, but there is a fix for it. Just ask me, I will give it to you.
Forum post image
Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#56386

Re: Perekop (6)

hi hi hi Friend =) !

My road aren't painted. I use spine texture and painted for random visual.

I've more problem with off-map area (because there is too small).
If you have a fix for it... i need ^^.

I will post a new version map, with more detail...

I've a problem with loading screen. I can not fix it :(
#56391

Re: Perekop (6)

O.K., well we should probably save the loading screen for last, since it's the least important. But the roads, however, are very important. You should replace whatever you are using as roads with actual roads. How to find them, i don't know, but i shouldn't think it would be too hard.