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[Finished] Perekop (6)

Mapping

#57701

Re: Perekop (6)

O.K. then, thanks blackbishop! And thanks Raider217 for the link!

"Fixed a bug where Supply Drops could not be picked up by snipers or weapon teams" - How about the A.I. stealing my Supply Drops before it's possible for the player to pick them up? Fuck that's annoying...

"Vampire's Divert Supplies will now camouflage the Vampire while it is active" - I have been hoping they would do that for a long time! Although, the ability doesn't seem to do anything when i use it... Anybody know how to effectively use a Vampire? ???

P.S. Sorry for the major off-topic, Elquattro!
#57709

Re: Perekop (6)

No problem pariah =) !

I will changed strat game for perekop (bridge)
#57723

Re: Perekop (6)

pariah wrote:
O.K. then, thanks blackbishop! And thanks Raider217 for the link!

"Fixed a bug where Supply Drops could not be picked up by snipers or weapon teams" - How about the A.I. stealing my Supply Drops before it's possible for the player to pick them up? Fuck that's annoying...

"Vampire's Divert Supplies will now camouflage the Vampire while it is active" - I have been hoping they would do that for a long time! Although, the ability doesn't seem to do anything when i use it... Anybody know how to effectively use a Vampire? ???

P.S. Sorry for the major off-topic, Elquattro!
I use them every once in a while, (when you got those extra resources) you have to park them in area where they don't look, but if they find it, your screwed.
"AT missile is OP, Infantry is fine"

Sincerely, Tank

CoH name: LTEVANLEE
Steam: ScarfaceOsamaBinPolPot
TWC: http://www.twcenter.net/forums/member.php?u=147065
#57724

Re: Perekop (6)

Yeah, but they don't fucking do anything! I set them up in enemy territory, and my resources don't improve. So i turn it off, and turn it back on, and still nothing... ???
#57767

Re: Perekop (6)

Hi all =).
New version perekop : perekop v0.92.
I've fixed IA and change bridge.

Last edited February 17, 2011 at 2:29 PM by Elquattro

#60099

Re: Perekop (6)

Hi Hi Hi Red community =) !

Perekop : Beta Version 0.95 (IA hard, more details...)

Screenshot Perekop v0.95 :

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Last edited March 10, 2011 at 8:28 PM by Elquattro

#60101

Re: Perekop (6)

Looking very nice, Elquattro. :)  :(
#60105

Re: Perekop (6)

I agree with pariah, but since when is grass growing on streets (2nd pic) ?
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#60108

Re: Perekop (6)

Yeah, but since when does the curb cut into the street? ;)
#60110

Re: Perekop (6)

...since ElQuattro is mapper, dear pariah  ;) (congratulations for 300th post xD)
Maybe he just forgot to change the spline's order.
@ElQuattro: Use the buttons page up/page down to set which spline's ought to be on top after selecting them  :)
Forum post image
Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#60115

Re: Perekop (6)

- grass growing on streets (it's a little bug =p, delete coming next version =) , thx)

- the curb cut into the street (love it =p).
No 3 possibility :
1- It's a boat factory, and there was accident with boat convoy (truck).

2- I'm too stupied to see what it's this object XD !

3- Error object

ps : thx for coment ^^
#60116

Re: Perekop (6)

Yep. Grenadier posts. :D

Elquattro, what's so good about having the roads overlap so the curb will appear over it? Granted, it's not real life, so it won't pose a problem for light vehicles, but it still looks naff. :(
#60122

Re: Perekop (6)

pariah wrote:
Yeah, but since when does the curb cut into the street? ;)

I don't have problems with that :)... looked like the street was damaged xD.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#60127

Re: Perekop (6)

I dunno... I don't see it like that.

Here's an idea, Elquattro: Think you could cut the roads off just before they merge, and then start another road piece? That might look alright...
#60150

Re: Perekop (6)

Put a crater on it, so you won't see it.
The Russians think there sooo tough, wait till the Ostheer comes...

Coh Name: Seeme
#60151

Re: Perekop (6)

But that will remove the effects of the road, won't it? :-\
#60169

Re: Perekop (6)

Missing dirt inside the trench :P.
I identify as a four-eyed bird man. /s
#60193

Re: Perekop (6)

Yeaaah thx walki1 , good idea ! more Dirt inside the trench :p

I will changed bug road, and post more effect and crater =p thx seeme and pariah
#60195

Re: Perekop (6)

There is a bug, my troops can't cross this bridge.

And why i don't see loading screen, i mean i see logo CoH, you wrote that you made loading screen.

AI is more difficult, this is very good. I have to try again this map on BK mod. Anyway good luck to making new bridges maps.

#60197

Re: Perekop (6)

Yeah, the loading screen is bugged somehow. :(

And why do the Soviet infantry in your screenshot have Retreat and Withdraw butttons? ???
#60199

Re: Perekop (6)

@pariah
Have you ever played as Soviets, because your question is werid? Two, cause second one (red) is retreat to medic truck.
#60203

Re: Perekop (6)

Yeah, this is Retreat to Medic Truck button. Personally I hate idea of retreating soivets to MT. Second retreat was given only Brits, because they are really slow and cumbersome. Soviets aren't.
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#60204

Re: Perekop (6)

No, i haven't played as the Soviets, but according to a tip that is displayed during a loading screen, the Soviets can't retreat.
#60206

Re: Perekop (6)

pariah wrote:
No, i haven't played as the Soviets, but according to a tip that is displayed during a loading screen, the Soviets can't retreat.

Those tips are there since version 1.0. Don't mind them a lot.

Post Merge: [time]1299876506[/time]

cephalos wrote:
Yeah, this is Retreat to Medic Truck button. Personally I hate idea of retreating soivets to MT. Second retreat was given only Brits, because they are really slow and cumbersome. Soviets aren't.

I would suppose, that this "retreat to MT" ability is a trade-off for the fact, that soviets have no transport whatsoever, and no barracks to make units right on the field.
I don't know, how much it is fair, but it is useful for sure.  ;D
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If you want a picture of the future,
imagine a boot stamping on a human face
— forever.

Last edited March 11, 2011 at 8:48 PM by IJoe

#60264

Re: Perekop (6)

I've more problem with windows vista for develop with worldbuilder and ModStudio (Bad request, uploadFile Error...) -> bug loading screen, and More grass.

Thx for test, i changed bridge error, and all bug texture, and more Dirt inside the trench ... (you can download new version v0.96).

Next Version : v0.97 -> more Grass !

Last edited March 12, 2011 at 10:45 AM by Elquattro

#60281

Re: Perekop (6)

The river needs some more design looks like... hmm... made by a digger? :D Use ditch textures this will help.

EDIT: Yes and edit the territory make sure the parts which are inside the water are "Null" (black in territory view).
I identify as a four-eyed bird man. /s
#60284

Re: Perekop (6)

walki1 wrote:
EDIT: Yes and edit the territory make sure the parts which are inside the water are "Null" (black in territory view).


But don't forget to keep a connection between the territories seperated by the rivers underneath the bridges to avoid the territories on the other side being useless because there is no connection, so you aren't suuplied by the other side.
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#60381

Re: Perekop (6)

Thx walki1,
i will changed river and territory (no problem maxiking6, i make a link territory with bridge ) =)
#86954

Re: Perekop (6)

Hello world,

It's a long time since I can't find time to finish this map,
"I have a new job, new home ..." ..

To finish this card, I need help for loading map.
I ve on Windows Vista, and it don't want to load the loading map in compile.

Can help me to finish the map, please !
Thanks and see you soon.
#86956

Re: Perekop (6)

Hmmm maybe you should save pic as tga (use gimp or photoshop) and put it where perekop is (it should be saved as sgb) and then save all as sga. For me it works.

I'm glad that you're here again :).
#86974

Re: Perekop (6)

Thank you for the answer TheDzierzanPL,
I will try again this afternoon. I hope Vista does not sulk, this time ! >:(

I'm glad once again time for the eastern front,
And recover my comrades eastern front  :D

Post Merge: [time]1314366912[/time]

Thank you very much TheDzierzanPL !

It's Ok  :)

I can put you in thanks for my 2 maps?

Last edited August 26, 2011 at 1:55 PM by Elquattro

#87172

Re: Perekop (6)

Go ahead :).
#128476

Re: [Finished] Perekop (6)

I am trying todownload this map and the link does not work. If any one has a copy would they be so kind to reupload it?

TY in advance : )
#132696

Re: [Finished] Perekop (6)

Hi !

Trying to download in this link : http://diablo342256.free.fr/EF/Perekop.sga

It's perekop version 1.0, but i prepared a new version 1.01.
- changed munition ressource quantity
- changed texture and add items.