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[Finished] Novorossiisk (6)

Mapping

#57356

[Finished] Novorossiisk (6)

Hi  :) !

This is my new map for Eastern Front.
He's under build.
This is a preview =) !



Name : Novorossiisk (6)
Date : February 4, 1943
Player : 6
Story : In 1942, the town was occupied by the Wehrmacht, but a small unit of Soviet sailors defended one part of the town, known as Malaya Zemlya, for 225 days.On February 4, 1943, the Red Army succeeded first landing near the port of Novorossiysk.


Novorossiisk : v0.70

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

Link -> Novorossiisk


Loading :
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Preview map :
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Map Strat:
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Last edited February 2, 2012 at 3:44 PM by Elquattro

#57363

Re: Novorossiisk (6)

That looks pretty cool as well. Kind of similar to Perekop. Hopefully i'll get to test this map as well... ;)
#57364

Re: Novorossiisk (6)

Hey pariah =) !

No problem, you can test my map ^^.
But i need 2 hours for finish detail principal.
#57369

Re: Novorossiisk (6)

A pic of the tactical map would be nice so one could have a quick glance at the sector layout. I like the basic layout of the map though I'm always wary of maps with a lot of buildings. I think they should be used scarcely to provide tactical opportunities and not be abundant so as to prevent good use of vehicles and flanking opportunities.
#57374

Re: Novorossiisk (6)

Reminds me of Lyon :P Only the island on the left side is missing. You are a busy guy in terms of mapping..  ;)
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#57375

Re: Novorossiisk (6)

Do you think you could cut the territory off when it hits the water, so it's not connected to the territory on the other side? Just a thought...
#57377

Re: Novorossiisk (6)

@MaxiKing6 : Lol =D !

@pariah : Yes it's a possibility.

@Analpirat : i post a tactical point map ! Building aren't a problem, because if you have flack38 -> * BoOOOOOoom !*

Post Merge: [time]1296847991[/time]

I've post a beta Version !!

Last edited February 4, 2011 at 7:33 PM by Elquattro

#57379

Re: Novorossiisk (6)

Wow!!! This looks very good. I like bridges maps ;D. I like the idea with putting players the same teams on both sides of the river. And i hope that there will be not bug with AI like in Perekop  :(. Can i be a beta tester  ::)?
#57382

Re: Novorossiisk (6)

@TheDzierzanPL : Yea no problem, you can test Novorossiisk, and report bug in a forum (here). =)

IA are good =)
#57398

Re: Novorossiisk (6)

Well, i played 2 games, and they both crashed after a short time.  :'(

Also, how's it coming with the Perekop updates? ;)
#57469

Re: Novorossiisk (6)

Hi !
I've fixed : crash game. =).

I post Novorossiik v0.23, no crash in game ^.^ .
#57561

Re: Novorossiisk (6)

This is a very tough map! The A.I. kicks my arse pretty hard. It's very fun, though! :)

Although the textures of the cliff faces could really use a face lift, as you can see in the screenshot.

And in the second screenshot, i think a Strategic Point would go great up the top in the corner. (Same goes for the equivalent on the other side of the map.)
#57610

Re: Novorossiisk (6)

Great !

You are a very good idea !!! as always =D.

I add 2 points (manpower) at the top corner.

Thx pariah =)
#58432

Re: Novorossiisk (6)

Hey, Elquattro. Well, i finally got around to testing your map some more, and i of course have a few suggestions:

Firstly, i don't much like having a Victory Point sitting on this bridge. I think it would be better if you removed it, and added 1 to each of the these high Fuel Points on the sides of the map.

Secondly, i think some roads could use some more smoothing, since the bumps really aren't good for the suspension. And the roads aren't classified as roads again, but i'm not sure if that's because of the size of them or not...

Looking forward to the next update! :)
#58450

Re: Novorossiisk (6)

Hi pariah =).

You're playing with an older version !

The last Version is v0.41 =) !
Download the new Novorossiisk (^.^)

http://diablo342256.free.fr/EF/

Thx For test pariah ! =D
#58451

Re: Novorossiisk (6)

I hate maps with more fuel than ammo. :(
#58452

Re: Novorossiisk (6)

More fuel and ammo are a good strategy, because captures points are too long. (Fuel and ammo are medium/low , not hight.)
#58479

Re: Novorossiisk (6)

Still, if you take a look at some of the AAA maps you'll notice that fuel is always less prevalent than ammo(And an abundance of Fuel will always favor the Axis). Btw, looking at your sector layout I noticed that there isn't much in the way of strategic sectors, especially as cutoff points. The one in the middle doesn't really fulfill that purpose.
#58481

Re: Novorossiisk (6)

I understand what you say, and i changed 2 positions Fuel (middle - left and middle -right) to manpower positions;

And 2 Positions fuel (right to start player 5 and 2) to manpower.

Last edited February 17, 2011 at 12:32 PM by Elquattro

#58549

Re: Novorossiisk (6)

Okay, thats definitely better, though what I meant was that the strategic sectors should be in strategic positions, meaning that if the enemy seized them he'd cut of your resources. Strategic sectors are often very snaky and long and form a barrier between high resource points and your other territory. Now in your map, ideally they'd permit the opponent to cut of the +10fuel points though I don't see an easy way to do this. What I whipped up in 5mins in paint is this proposition on how to form the strategic sectors and how to move some of the points so the enemy has better access to them. But I'm by no means experienced in these things or any good at balancing so you'd might want to check with GodlikeDennis or any of the Devs. Feel free to disregard it anyhow.
#58556

Re: Novorossiisk (6)

Hmm Thx for your comment =D !

I've changed position and territory.

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Thx ^^

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

#58606

Re: Novorossiisk (6)

Alright, well, i downloaded the current version, and there are certainly some improvements, but there are some unimprovements as well...

Most importantly, the A.I. turned to shit somehow. Previously, the A.I. provided a great challenge, meaning i would barely win as the Axis, and get my arse kicked as the Allies. But now, my allies and enemies were just sitting just shy of the middle of the map, not doing anything. I managed to get my allies to move with the orders above the Tactical Map, so it wasn't all bad, but it's still annoying when i have to babysit them, and there's just a massive blob of infantry and vehicles roaming around...

And i took some screenshots here. As i'm sure everybody knows by now, the map is very cramped, which is cool, but in some areas it's a little too cramped.

Firstly, the car parks are too small, so there is no way those cars could have been parked there. Secondly, the graves in the graveyard are too close together. Gotta leave room for the corpses!

And finally, i really don't get what's with these pipes leading into these cars... Is that how people gassed up back then!?
#58616

Re: Novorossiisk (6)

Thx pariah for a test.

I work to correct loading screen... but i've a bug...



I post v0.61 Novorossiisk !
fixed : IA corrected ^^

(thx pariah)

Last edited February 18, 2011 at 2:36 PM by Elquattro

#59359

Re: Novorossiisk (6)

Has anybody else been testing this map? The reason i ask is because over the past few weeks it's been very hard to play Company Of Heroes (or any other game for that matter), and for the past few days i haven't been able to get Company Of Heroes to work at all. So i'm sorry, Elquattro, but i don't think i'll be able to test your map anymore. :'(
#59360

Re: Novorossiisk (6)

I have an suggestion. this map will cause 2v1 on each river side, so I suggest giving this lone player some kind of defensive positions. Like bunker or 2.
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#59361

Re: Novorossiisk (6)

Good idea! More defenses for the pariahs! ;D
#59398

Re: Novorossiisk (6)

cephalos wrote:
I have an suggestion. this map will cause 2v1 on each river side, so I suggest giving this lone player some kind of defensive positions. Like bunker or 2.


Also edit the map like Montherme where there is 2v2 + 1v1  :)
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#59404

Re: Novorossiisk (6)

no, it's good as it is. too much work though. I mean map should be build in way to make those 2 help this alone one.
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#59410

Re: Novorossiisk (6)

Indeed. If you want Monthermé, play Monthermé.
#87587

Re: Novorossiisk (6)

Announcement :

Hi  :D !

i've post a new version Novorossiisk :
(More changed : More Detail, Bridges...)

Novorossiisk : http://diablo342256.free.fr/EF/Novorossiisk.sga

Big Thanks : Razoksky, pariah, MaxiKing6, TheDzierzanPL.