#85086
Archived topic · 132 posts
[Final] Lemberg (4)
Mapping
#85087
Re: [Final] Lemberg (4)
Sounds good.
If you get into an argument with me, you're wrong.
#95768
Re: [Final] Lemberg (4)
#96007
Re: [Final] Lemberg (4)
What a pretty + serine map ^-^.
How is it that your pics have a relic logo in the corner :P ?
Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
How is it that your pics have a relic logo in the corner :P ?

Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#96008
Re: [Final] Lemberg (4)
Pls send this map to us :)
#96216
Re: [Final] Lemberg (4)
#97421
Re: [Final] Lemberg (4)
Nice map!
No mercy for cowards...
No mercy for enemies...
No mercy for Allies...
No mercy for the guys I see...
So stay away from me!
No mercy for enemies...
No mercy for Allies...
No mercy for the guys I see...
So stay away from me!
#97962
Re: [Final] Lemberg (4)
Lemberg 2.0
Yes I know, some months have passed since I started Lemberg and initially released it. Today, on St Nicholas' Day, I want to make all of you who like Lemberg a present. Lemberg 2.0 is finally there. I invested much time in mapping on the passed three days and I hope this effort will pay off.
I started overworking Lemberg because of one simple reason. Critics, constructive critics, mainly by Sylver, who gave me some nice tips on how to improve gameplay and performance of Lemberg. Following his hints, I increased the map's width (former width was 224, now it's 320), relocated the HQs and improved the map's performance by removing one tile.
Lemberg 2.0 in facts
Map Size: 320 x 448
Territories: 25 (excluding HQ sectors)
- Manpower ressource points: 10
- Munition points: 4 x 10 + 4 x 5 = 60
- Fuel points: 2 x 10 + 5 x 5 = 45
Victory points: 3
Pictures
Updated minimap + sector layout

Updated loading screen

A new house is built next to an existing one to form a farm.

Extended castle hill

Some new fields

Additional bridge across the crossable creek

Expansion to the West

Same motive, other direction

An old family house in the forest

New southern hill

Have fun playing Lemberg 2.0, I hope y'all like it ;)
Last edited December 6, 2011 at 9:24 PM by MaxiKing6
#97966
Re: [Final] Lemberg (4)
thanks for the awsome map!

Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#97983
Re: [Final] Lemberg (4)
Imma wait for it to be in 1.6 ^^
Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#97996
Re: [Final] Lemberg (4)
Excellent work as always Maxi. The changes are good for making it a little more competitive, especially the width. There sure are a lot of strat points though, perhaps too many.
If you get into an argument with me, you're wrong.
#98001
Re: [Final] Lemberg (4)
GodlikeDennis wrote:
Excellent work as always Maxi. The changes are good for making it a little more competitive, especially the width. There sure are a lot of strat points though, perhaps too many.
I also have to agree with that :P.
I identify as a four-eyed bird man. /s
#98006
Re: [Final] Lemberg (4)
Yea nice work Maxi, Lemberg 2.0 looks awesome! The sector layout looks interesting, but i don't like those square/boxy sectors. I think it would look better if they were smoothed abit. 

#98008
Re: [Final] Lemberg (4)
#98013
Re: [Final] Lemberg (4)
Snugz wrote:
Yea nice work Maxi, Lemberg 2.0 looks awesome! The sector layout looks interesting, but i don't like those square/boxy sectors. I think it would look better if they were smoothed abit.
the boxy helps you think about where you can cut sectors...
I identify as a four-eyed bird man. /s
#98025
Re: [Final] Lemberg (4)
Will it be included in 1.6?
Looks awesome BTW.
Looks awesome BTW.
(un)official forum troll

In Soviet Russia, Forum troll You!

In Soviet Russia, Forum troll You!
#98030
Re: [Final] Lemberg (4)
Of course it will.
If you get into an argument with me, you're wrong.
#98033
Re: [Final] Lemberg (4)
MaxiKing6 wrote:
Thanks for your feedback so far. I'm neither a balancer nor an expert player, so please excuse the sector layout. Maybe the Balance Team can elaborate a better solution. :)
Already working on it. How big is the playable area? I wonder if a 3vs3 would fit it better
#98040
Re: [Final] Lemberg (4)
#98065
Re: [Final] Lemberg (4)
Something like this?


#98067
Re: [Final] Lemberg (4)
Killar wrote:
Something like this?
Yea something like that :)

#98071
Re: [Final] Lemberg (4)
#98081
Re: [Final] Lemberg (4)
MaxiKing6 wrote:
I could do that, but first of all, we need a concept which is generally accepted so that I don't have to do as much work as I had to do with Kalach.. ;)
Well the Kalach changes were only possible because of multible test games. You cannot make it perfect in the first place.
Btw. the pic i posted was a ingame screenshot :P
#98082
Re: [Final] Lemberg (4)
Good job!
#98096
Re: [Final] Lemberg (4)
I think I would rather keep it as a 2v2 but change the sector layout a little. It only looks large because there are too many points IMO. How about this suggestion? It basically removes 4 of the unnecessary strat points and lowers map fuel by 5.
The middle of the map needs a few things. For one, the VP and muni point have to balanced for both sides. Second, more cover needs to be added on the North-East facing of the station, where the road is. Flanks there look unattractive because of the open roads. Just a couple craters/cars/wagons needs to be added.
The middle of the map needs a few things. For one, the VP and muni point have to balanced for both sides. Second, more cover needs to be added on the North-East facing of the station, where the road is. Flanks there look unattractive because of the open roads. Just a couple craters/cars/wagons needs to be added.
If you get into an argument with me, you're wrong.
Last edited December 8, 2011 at 4:39 AM by GodlikeDennis
#98127
Re: [Final] Lemberg (4)
Killar wrote:MaxiKing6 wrote:
I could do that, but first of all, we need a concept which is generally accepted so that I don't have to do as much work as I had to do with Kalach.. ;)
Well the Kalach changes were only possible because of multible test games. You cannot make it perfect in the first place.
Btw. the pic i posted was a ingame screenshot :P
I know, you can't reach perfection in the first stage, but remember how often I had to edit Kalach.. was around 8 or 9 times.. :P
donthateme wrote:
Good job!
Thanks!
GodlikeDennis wrote:
I think I would rather keep it as a 2v2 but change the sector layout a little. It only looks large because there are too many points IMO. How about this suggestion? It basically removes 4 of the unnecessary strat points and lowers map fuel by 5.
The middle of the map needs a few things. For one, the VP and muni point have to balanced for both sides. Second, more cover needs to be added on the North-East facing of the station, where the road is. Flanks there look unattractive because of the open roads. Just a couple craters/cars/wagons needs to be added.
Agreed. First, I will change the cover around the train station, then I'll think about the sector layout. Yours looks fine IMO but in the end it's the balancers decision. :)
Last edited December 8, 2011 at 3:02 PM by MaxiKing6
#98139
Re: [Final] Lemberg (4)
wow. lemberg 2.0 just came out and now lemberg 3.0 is in progress, all in the same week. such is the life of a community mapper. keep up the good work maxi!

Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#98145
Re: [Final] Lemberg (4)
stealthattack1 wrote:
wow. lemberg 2.0 just came out and now lemberg 3.0 is in progress, all in the same week. such is the life of a community mapper. keep up the good work maxi!
I wouldn't call it Lemberg 3.0, rather 2.1 ;)
But yeah, you have to be a tough person to be a mapper.. ;D
Thanks :)
#98247
Re: [Final] Lemberg (4)
anytime man, you guys are great.

Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#98257
Re: [Final] Lemberg (4)
hi maxi,
nice that you have updated your map. the first impressions are really good. if you agree i will help you to optimize the sector layout and maybe some performance issues. keep up the good work.
mapping is hell, i know.
my tip: for further maps try to create the sector layout before you do anything else. it`s a lot of easier.
nice that you have updated your map. the first impressions are really good. if you agree i will help you to optimize the sector layout and maybe some performance issues. keep up the good work.
mapping is hell, i know.
my tip: for further maps try to create the sector layout before you do anything else. it`s a lot of easier.
Last edited December 10, 2011 at 7:51 AM by Sylver
#98259
Re: [Final] Lemberg (4)
#98260
Re: [Final] Lemberg (4)
Fine, thx maxi.
I will work in your file directly to avoid double work. After my work is finished I will send you the file. Hope it will be good. Cu
I will work in your file directly to avoid double work. After my work is finished I will send you the file. Hope it will be good. Cu
