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[FINISHED] Danzig (8) Update 2

Mapping

#73951

[FINISHED] Danzig (8) Update 2

Hi all,

I´m very happy to present my third project for the Eastern Front Mod. It is basing on Danzig, the old german Hansa town at the Baltic Sea. The Red Army captured the city during the East Pomeranian Offensive in March 1945. Special thanks to Playmobill, who gave me the idea for this with his great Berlin map. ;D

January 03, 2012

- new ressource layout
- overworked ruins

October 03, 2011

- new ressource layout
- new preview screen

special thanks to...

neroleone for the territory placement and the Relic preview screen

MaxiKing6 for the EF-loading screen and the english map description

Killar        for his help improving the balance of the map

Danzig 1.3

http://www.file-upload.net/download-3999259/8p_Danzig.sga.html


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Last edited January 3, 2012 at 2:48 PM by beagletank

#73952

Re: [WIP] Danzig (6)

hell yeah!  :D
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#73955

Re: [WIP] Danzig (6)

Good as usual. I'd be happy about its release. :)
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#73957

Re: [WIP] Danzig (6)

Danzig it's one of my favourite Red Orchestra maps  :D
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#74614

Re: [WIP] Danzig (6)

Playmobill suggested to change the map from 3v3 to 4v4. Do you think this is a good idea? In my opinion it is possible. ;)
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#74616

Re: [WIP] Danzig (6)

Like I already said, do it! :P

And.. nice signature! ;)
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#74617

Re: [WIP] Danzig (6)

Yes, it's possible  :)

F**k roos  ;D
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#75363

Re: [WIP] Danzig (8)

I changed the map from 3v3 to 4v4. Hope there will be no problems in the future. Maybe the map isn´t big enough. But we will see. ;)
New pictures:

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#75367

Re: [WIP] Danzig (8)

Looks amazing ;D!!
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#77315

Re: [WIP] Danzig (8)

Next picture update:

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#77372

Re: [WIP] Danzig (8)

Nice ;D.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#85875

Re: [WIP] Danzig (8)

After a long time a little update. ;D

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#85948

Re: [WIP] Danzig (8)

Looks good, am waiting for a download link. Any update is appreciated!

PS Fix your signature picture.
Ostheer is a new German faction for this mod.
It will be done when it is done.
Keep mapping and modeling.
Tell a friend about EF.
#87478

Re: [WIP] Danzig (8)

Small update. I think 80% of the map are completed. :)

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#87481

Re: [WIP] Danzig (8)

Looks fascinating, as always!  :)
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#90604

Re: [OPEN BETA] Danzig (8)

Hi all,

The beta has been published. Look at the first post. ;)
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#90679

Re: [OPEN BETA] Danzig (8)

Hey beagle!

Nice map you made there  :)

Some suggestions:

Magenta shows the middle line of the map.

Some points have to be moved IMO.


  • Rearranging the low fuel and mun points in the north (mun fuel mun fuel). Like the mirror counterpart in the south

  • medium mun point on the left side move more to the south and destroy the building next to it (then no mg there)

  • on the other side place the medium mun point in the ruins. Maybe remove some ruins in order to build large outposts there (brits,soviet)

  • sector point and VP in the south of it move to the deleted building (this way every side has the same way to its points)

  • middle medium mun point delete

  • middle medium fuel point move to the VP place. VP can be placed right next to it. South buildings can be deleted to give the suth player the possibility to reach it. In addition the south player needs some green and yellow cover (rubble (green cover), crater (yellow cover) on the street) Currently i think its red cover while the north player has all the way yellow and green cover



EDIT: the sectors points of the sectors, that circle the middle fuel sector, should be moved farther away from the middle. for the south player move the sector point along the street to the left to the road crossing. Same for the opposite side mirror like. This way if you have the middle you can´t easily control your cut off.

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#92714

Re: [OPEN BETA] Danzig (8) Update 1

Hi all,

update one has been published. Look at the first (or Killars ;D)  post.
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#92715

Re: [OPEN BETA] Danzig (8) Update 1

Good job!! :D

Hope we can include it for our next release.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#95081

Re: [OPEN BETA] Danzig (8) Update 1

Hi all,

In my opinion the map has been completely finished.
So, is it ok if I change the status to "FINISHED"?  ;)
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#95096

Re: [OPEN BETA] Danzig (8) Update 1

Yes, go right ahead.
Ostheer is a new German faction for this mod.
It will be done when it is done.
Keep mapping and modeling.
Tell a friend about EF.
#95180

Re: [OPEN BETA] Danzig (8) Update 1

Finally a new and nice 8 players map.
I identify as a four-eyed bird man. /s
#95185

Re: [OPEN BETA] Danzig (8) Update 1

Looks good!
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#95197

Re: [FINISHED] Danzig (8) Update 1

All right. Hope we can include the map in the next patch. ;D
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#95198

Re: [FINISHED] Danzig (8) Update 1

mom!!!

map isn´t finished yet :P
#95201

Re: [FINISHED] Danzig (8) Update 1

Hi Killar,

I suspect you are talking about the wrecked Königstiger (basing on this picture). I like the idea, but there doens´t exist an accordingly map object. And an intact tank would look stupid, because the tank commander is still inside.
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#95228

Re: [FINISHED] Danzig (8) Update 1

I think BB brought up the idea that you can spawn a vehicle on the map and script it to die right at the start. This can probably be used to spawn any vehicle wreck. Not sure if this would create problems with recovering the wreck or not though (berge).
If you get into an argument with me, you're wrong.
#95229

Re: [FINISHED] Danzig (8) Update 1

No, it would be unrecoverable by any means, no rebuilt vehicle no free muni ^^.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#95237

Re: [FINISHED] Danzig (8) Update 1

Way better now:

Fuel: 40
Mun: 60

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Sector wise the fighting is pushed to the sides if a player is camping in the middle.

I would "clean" up the map too. Pathfinding is nice on roads but not in  between. That leads to mine spamming.

I would also rework the art a bit. Some houses have only the walls left, but the debris and remains of it are gone. Looks too clean and strange somehow. Maybe adding the correct ground texture in the destroyed area?

Dunno if it would lead to lagging though.

Last edited October 26, 2011 at 12:22 PM by Killar

#95308

Re: [FINISHED] Danzig (8) Update 1

I like that design principle though Killar. It makes it seem like there are several lines of defense that you must push up to. This is a good way to make 4v4s more objective based, which are normally just clusterfucks. If you rearrange things a little, please keep the strategic point lines theme.
If you get into an argument with me, you're wrong.
#95328

Re: [FINISHED] Danzig (8) Update 1

updated

We just made a game on this map. Here some suggestions:


  • Too few cover. Mostly the infantry is in open field which is not good. As cover sandbags and debris could work.

  • House ruins (The ones where are only the walls left):
    There are 2 solutions.
    A) Make them passable but make some rubble hills (testure) to make it look like a destroyed building
    B) Make it impassable but then you can put some more detail on it (eye candy).
    And you can arrange those impassable areas as strategic areas on the map. Would act as Hedges or Forrests then.
    Also Impassable ruins areas could alternate with nearly intact ones.

    If you dont know exactly what i mean, look at Seelow. There are many impassable areas (Wood) which are placed strategically for combat.

  • Streets are too narrow. Also vehicles are moving dipsy doodle because there is no straight street. across the map.




Just a example:

Orange area: Other ground texture. Maybe a little ground elevation.
Red area: impassable; Adding some eye candy :), toilet, piano, ...

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Last edited October 26, 2011 at 4:13 PM by Killar

#95356

Re: [FINISHED] Danzig (8) Update 1

Killar wrote:
Orange area: Other ground texture. Maybe a little ground elevation.
Red area: impassable; Adding some eye candy :), toilet, piano, ...

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Sounds good. Hope the following picture looks better.
I think one of the biggest problems is the performance. I like detailed ruins very much, but if I place too many objects on an small area, the fps are (/is?) going down (particularly on slow pc´s). Maybe we should ask the community. ;)

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QuoteToo few cover. Mostly the infantry is in open field which is not good. As cover sandbags and debris could work.


Shouldn´t be a real problem. I think I can arrange more cover.


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#95357

Re: [FINISHED] Danzig (8) Update 1

Nice one! I escepially like the new texture on the first pic. It shows debris already. Maybe you can expand it to whole red area?

I think the mix of correct texture and some elevations adjustments (to simulate some debris hills) and few objects should deal with the performance.  :)

btw. if you make it passable pls don´t put objects in the ruins because of pathways..
#95369

Re: [FINISHED] Danzig (8) Update 1

Do it like this (An example in one of my maps):

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Quiet simple to let your map look like this:
1. Use the heightmap editor and make some small hills inside the ruined building.
2. Switch to the splat tool and search for "rubble"
3. Place a couple of these (Use size 10).
4. Switch to the object placement tool and go to "objects>rubble_debris" (and then something with industrial_debris_s)
5. Place them inside and around the ruin.
6. With some practice it will look like the ruins in the picture.

btw don't worry about the performance... tweaking can still be done when the map is in it's final state.

Pathfinding still works great because I used the impass tool to make the remaining parts of the ruins unwalkable (Same view with impass tool selected).

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I identify as a four-eyed bird man. /s
#95375

Re: [FINISHED] Danzig (8) Update 1

Looks good! However i wouldn´t put so many of the same stones of the same kind at one place. The house on the right side looks the best imo.
#101736

Re: [FINISHED] Danzig (8) Update 2

Hi everybody,

After three months it is time for the next update. I overworked the ressource layout again (special thanks to Killar) and the ruins also for a more realistic look.
Killar mentioned some path finding problems. I hope you can help me with this problem after testing the map. You can find the download link in the first post.
;)

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Last edited January 3, 2012 at 12:54 PM by beagletank

#101738

Re: [FINISHED] Danzig (8) Update 2

Resource imbalance? Bottom team gets an extra +5MU point.
If you get into an argument with me, you're wrong.
#101739

Re: [FINISHED] Danzig (8) Update 2

Oh, sorry. I forgot to replace the point. Update will follow in the next minutes.

edith: I updated the first post with the new link.
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Last edited January 3, 2012 at 12:55 PM by beagletank

#101755

Re: [FINISHED] Danzig (8) Update 2

Nice, there it is, our new 4vs4 map! Thank you, beagletank!  :)
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#101760

Re: [FINISHED] Danzig (8) Update 2

Cool!It is huge and difficult work, how many you of time have spent? ???
#101779

Re: [FINISHED] Danzig (8) Update 2

looking good, keep it up!
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#101786

Re: [FINISHED] Danzig (8) Update 2

WOW... this map is soooo epic... I love those totally unbalanced 4v4 games!
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#140701

Re: [FINISHED] Danzig (8) Update 2

Can someone upload this map, download link doesn't works.
#140738

Re: [FINISHED] Danzig (8) Update 2

Map is included in the lastest build (1.710) of Eastern Front. No need to upload it seperately! :P
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#140789

Re: [FINISHED] Danzig (8) Update 2

That's cool, I just didn't notice it. Thanks.