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[Finished] Perekop (6)

Mapping

#56397

Re: Perekop (6)

Probably bug for road, because i've made a road with Relic Tutorial :

1- Spine Placement
2- Mode Switch -> Texture
3- Select texture -> Stone Road (BIA_COBBLE)
4- Width : 10.000
5- clic -> Default (texture)

Debug : Change Road ! no ?

Last edited January 26, 2011 at 3:22 PM by Elquattro

#56401

Re: Perekop (6)

Well, if what you have placed is actually a road, but is buggy somehow, i really don't know what to suggest...
#56404

Re: Perekop (6)

I will take a look at it in WB.

EDIT: Just a short question, how did you do the dogtag with your name on it to appear just like real EF's one?
Forum post image
Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa

Last edited January 26, 2011 at 3:43 PM by MaxiKing6

#56411

Re: Perekop (6)

Quotehow did you do the dogtag with your name on it to appear just like real EF's one?


This is a copy and modify. (we can use Photoshop or Gimp)
#56414

Re: Perekop (6)

Just curious, what does the "BC CCCP" on the dog-tags mean?
#56418

Re: Perekop (6)

pariah wrote:
Just curious, what does the "BC CCCP" on the dog-tags mean?


USSR Armed Forces
Forum post image
If you want a picture of the future,
imagine a boot stamping on a human face
— forever.
#56422

Re: Perekop (6)

IJoe wrote:
pariah wrote:
Just curious, what does the "BC CCCP" on the dog-tags mean?


USSR Armed Forces


Umm... What?  ??? How does that make sense?
#56432

Re: Perekop (6)

You see, the USSR (Soviet Union) had armored forces, so think of Soviet tanks and armoured vehicles.
Forum post image
Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#56433

Re: Perekop (6)

I guess that's why
Советский Союз, Союз Советских Социалистических Республик [СССР] - CCCP means USSR in Russian
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#56441

Re: Perekop (6)

Question: Can tanks cross bridge in middle? Is this bug? Some screenshots.
#56446

Re: Perekop (6)

It certainly seems wide enough... I don't see why they shouldn't be able to.
#56498

Re: Perekop (6)

@TheDzierzanPL The tank are possibility to cross a middle bridge : not a bug =D.

I think extend (width) the middle bridge.

Post Merge: [time]1296135748[/time]

Hi =D !

News :

- Change Bridge Center (more width)
- Add Water & Forest & Rock Around the map
- Change All Road

Last edited January 27, 2011 at 1:42 PM by Elquattro

#56737

Re: Perekop (6)

Great new  :), but i can't download this map  :'(. Try to fix download site.
#56739

Re: Perekop (6)

Yeah, i got a French 404 error this time. Makes a nice change from the usual German.

Post Merge: [time]1296316743[/time]

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: [time]1296317705[/time]

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 edited January 29, 2011 at 4:15 PM by pariah

#56757

Re: Perekop (6)

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 edited January 29, 2011 at 6:46 PM by Elquattro

#56759

Re: Perekop (6)

@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 edited January 29, 2011 at 6:49 PM by TheDzierzanPL

#56760

Re: Perekop (6)

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 edited January 29, 2011 at 7:50 PM by Elquattro

#56765

Re: Perekop (6)

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
#56769

Re: Perekop (6)

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
#56777

Re: Perekop (6)

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!
#56779

Re: Perekop (6)

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.
#56780

Re: Perekop (6)

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.?
#56786

Re: Perekop (6)

Yes yes of course ! they are more texture for a road !
#56806

Re: Perekop (6)

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...
#56845

Re: Perekop (6)

For a bridge : wall aren't good for this bridge. I will changed this, in a next update.

For a bug House : no problem ^^
#56868

Re: Perekop (6)

My map sucks compared to yours  :'( .
Trenchvile (4P)
"AT missile is OP, Infantry is fine"

Sincerely, Tank

CoH name: LTEVANLEE
Steam: ScarfaceOsamaBinPolPot
TWC: http://www.twcenter.net/forums/member.php?u=147065
#56901

Re: Perekop (6)

Mr Defence this is a fun map right? It needs more detail.
I identify as a four-eyed bird man. /s
#56907

Re: Perekop (6)

Yeah walki it looks like one..
I think it isn't that bad, I would actually like to play it, just for fun  ;D
Forum post image
Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#56932

Re: Perekop (6)

I did try my best.
"AT missile is OP, Infantry is fine"

Sincerely, Tank

CoH name: LTEVANLEE
Steam: ScarfaceOsamaBinPolPot
TWC: http://www.twcenter.net/forums/member.php?u=147065
#56933

Re: Perekop (6)

Detail seemed fine to me...
But, er... Are those heavy weapons actually crewable? It sure would be interesting to use an 88 in the beginning of the game....
#56937

Re: Perekop (6)

Mr wrote:
My map sucks compared to yours  :'( .
Trenchvile (4P)

If you mind, could you upload a version without those weapons as well?

Is your map large enough to 3v3 or 4v4?
Mors Indecepta

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

Last edited January 31, 2011 at 9:11 PM by blackbishop

#56950

Re: Perekop (6)

Yes, all the heavy weapons are crewable and I'll upload a version with no weapons. It is only big enough for 2vs2.
"AT missile is OP, Infantry is fine"

Sincerely, Tank

CoH name: LTEVANLEE
Steam: ScarfaceOsamaBinPolPot
TWC: http://www.twcenter.net/forums/member.php?u=147065
#56956

Re: Perekop (6)

Maybe you could destroy the weapons, and create some craters? Make the map look 'lived in', so to speak. And provide the troops with some more heavy cover, and give Pioneers something to salvage...

Post Merge: [time]1296513147[/time]

Also, could we please discuss this map here?:

http://easternfront.org/forums/index.php?topic=5159.0

This topic is supposed to be about Perekop...

Last edited January 31, 2011 at 10:32 PM by pariah

#57435

Re: Perekop (6)

Hi =) !

I've post a new fix for perekop =) !
#57560

Re: Perekop (6)

Perekop is looking very good now. :)

But, i was wondering what you are planning on doing with the center bridge. I still think it would be better with 2 infantry bridges, with the Victory Point on an island between them. Are you going to change it, or leave it as is?

Also, i think there is too much clutter around the area in the picture provided. My poor little Anti-Tank Gun couldn't get out. :'(
#57590

Re: Perekop (6)

Infantry bridges shouldn't be on any respectable map, let alone on vital locations. They are prone to being blocked with tanktraps.
#57595

Re: Perekop (6)

Tank Traps? Seriously? That seems kind of pointless to me... Why not just use Barbed Wire?
#57599

Re: Perekop (6)

One tank trap blocks any infantry bridge, barbed wire can be cut tank traps cant they have to be blown up or destroyed by a tank which can destroy the bridge.

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Last edited February 7, 2011 at 12:02 PM by Raider217

#57600

Re: Perekop (6)

Well, if you cover the bridge with a Heavy Machine Gun, and maybe also a Mortar or Sniper, they will have a hard time cutting the Wire...
#57602

Re: Perekop (6)

Then your wasting manpower to cover something that needs only a free tank trap

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#57603

Re: Perekop (6)

How is it a waste of Manpower? What else should i order my Heavy Machine Gun Team to do?
#57609

Re: Perekop (6)

I don't want to change middle bridge.

Sorry pariah.

For the gun, do not use guns in a restaurant! roooooooooooooooooooo !!!! =( (xD lol)
#57676

Re: Perekop (6)

Is it possible that for positions 1 and 6 at least one of the bridges connecting to the rest of their allies were not destroyed.

This is because it ends up being a very slow and over protective start for them otherwise havig to repair a bridge before being able to fight or capture additional points. Apart from that a cool and nice addition escpecially the statues acting as strat points  ;)

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#57679

Re: Perekop (6)

No, i don't much like that...

Also, i decided to try blocking an infantry bridge with a Tank Trap, and what do you know, it worked! I never would have thought to try to stop infantry with Tank Traps... I wonder if there's a way to stop tanks with Barbed Wire as well... I know there used to be...
#57685

Re: Perekop (6)

What I mean is positions 1-2,3 (not 1-4,5) and 6-4,5 (not 6-1,3) at least one of the two bridges should be of the indestructable type otherwise you cap the points around your base and your then FORCED to repair a bridge in order to expand further this slows down your game and make the player(s) on those single islands harder to eliminate.

NTM a brit could just move his trucks there then blow up the bridges and give himself time to rebuild on the smaller island.

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#57687

Re: Perekop (6)

Uh-huh... But what's the point of having 2 bridges, anyway? There is virtually no incentive to repair both!
#57692

Re: Perekop (6)

pariah wrote:
No, i don't much like that...

Also, i decided to try blocking an infantry bridge with a Tank Trap, and what do you know, it worked! I never would have thought to try to stop infantry with Tank Traps... I wonder if there's a way to stop tanks with Barbed Wire as well... I know there used to be...

Welcome to the world of high class laming ;-)
Soon you'll see why bridge maps are a bitch to play on, as you can manually place tank traps so close to each other that infantry can't pass them, thusly making even a large bridge practically impassable. It's just a retarded exploit that makes bridge maps even more unplayable.
#57693

Re: Perekop (6)

"High class laming"? ???

But if it's possible to place Tank Traps so close together that even infantry can't get past, maybe you Eastern Front modders could fix that? I know that base buildings need room around them for units to pass, so why not Tank Traps for infantry?
#57695

Re: Perekop (6)

So you know in the changelog for next VCoH patch that tank trap exploit is fixed

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#57697

Re: Perekop (6)

Cool, thanks Raider217! It feels so good to know that relic took my advice to heart. ;D