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[MAP] Veules-les-Roses (6P)& (8P) - 8P added! + Update for 6P

  1. #1
    Member Playmobill's Avatar
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    [MAP] Veules-les-Roses (6P)& (8P) - 8P added! + Update for 6P

    Edit: (22 march 2011) HOTFIX 1.3 ! and new 8 Players version

    I want to apologize to those of you who have downloaded the "Final" version of my map, thinking it would actually be the last (as I though)..
    But as you can see, things can always be optimized!

    Changelog for 1.3 :
    - real "cut-off" points added surrounding bases. better for gameplay.
    - 8P Added !! 2 sectors have been fully reworked to complete the sector changes for this.
    - some sectors ressources has been also merged/moved/swapped to ensure a better ressource repartition in both armies.
    - lots of little fixes, object placement, cover better placed
    - some trees has been removed (about 1/4), and also several walls (better framerate).
    - Tile number drasticly reduced (ty Cam51!) (that also improve a lot framerate)
    - many paths has been cleared from their obstacle pollution (bot flows better in the map, better pathfinding)
    - Allied base SLOT 2 has now much more space, bot now builds all buildings in that slot. this fixes the bot slot idle bug. (but if you play PE on allied beach, still need to play tetris but now you have a chance to fit all PE buildings in there)

    Edit: 4v4 version (22/03/11) :
    DOWNLOAD SGA - (8P) Veules-les-Roses 1.0

    DOWNLOAD SGA - (6P) Veules-les-Roses HOTFIX 1.3 (file re-uploaded jan/2013)





    Changelog for 1.1 :
    - 1 tile removed (=little more fps )
    - few houses removed, those where i never seen anybody go in.
    - some gardens have been redesigned on allies side
    - North-hill field is now again accessible for light vehicles.

    GR's forum topic here



    (Tactical map from previous version)



















    ______________________

    Previous changelogs



    Jun 1940, Veules-les-Roses, Normandy.

    HISTORICAL LAYOUT



    blah-blah



    Older Artworks



    Older screenies


    Regards
    Playmobill
    Last edited by Playmobill; 19th Jan 13 at 10:01 AM. Reason: added 8P version
    " Now I want you to remember that no bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country. "
    George Patton

  2. #2
    Wow, looks quite good. I'll give some feedback on balance soon.
    Keep up the good work.

  3. #3
    Member Playmobill's Avatar
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    thanks

    i added more defensive structures, and im working on wall placements. later ill complete with hegerows.
    i also worked on lightning, with a more realistic composition, with light pink and blue in ambiant light, and a bright orange for direct light, to make the sunshine just after a cold morning fog
    still no bushes but ill add em in last, to fill areas than looks empty



    MORE PICS

    Last edited by Playmobill; 5th Dec 09 at 4:37 AM.

  4. #4
    Member Euan1993's Avatar
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    I must say, this map looks like a great success.

    Well done.

  5. #5
    Wow
    Downloading now,thank-you

  6. #6
    Member Gamerisin's Avatar
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    both of your maps are awesome thx a lot...make more like this,keep up the great work!!!
    R.I.P.(Requiescat in pacem) loran korn & MrScruff
    Normandy 44:European Theater Team Member (s0uNds t3sTeR,fOrUmS Ass!stAnt,c0d¡ng c0nsUltaNt)

  7. #7
    Member Playmobill's Avatar
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    thanks you all
    I want to make something better with this map than my previous try.
    The historical layout found in Veules-les-Roses is a good base to create a map "that tells a story" as the manual said xD
    There is far less house in the map than in the real city, but i dont know if the map wouldnt be too heavy if i add more buildings.
    So, i have to create some visible scars of combats in the city, but i don't know how to damage a house in the editor.
    By the way, some areas (especialy in front of the pos3) will be totaly rebuild, because of the uninterresting current landscape there.
    i'll make a big abandonned defensive structure there.

    historicaly, the map is shared between the two years where fights has been seen : 1940 and 1945 : the story i told on the first post witch happenned in 1940, and the retaken of the city 5 years later.
    So, bunkers in the cliff are from between 1940 and 1945, as most of the defensive structures, but theses are good for gameplay so i choosed to add em, even if they dont match historicaly.
    Last edited by Playmobill; 3rd Dec 09 at 5:01 PM.

  8. #8
    Member Gamerisin's Avatar
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    I think u did great by adding this defenses,for me...for example I'm a defensive player...this may look awesome while playing N44 or BK

    though I would really like to see more maps,doesn't matter historical or not but please...continue with the awesome work

  9. #9
    If you are still wondering, to destroy a building:
    - go to object placement and select the house on the map
    - go to "Current" (right-hand side panel area) and hit "edit state" button
    - in the pop-up box click "add"
    - you can then choose: SetHealth or BuildingDamage and adjust parameters accordingly (double click on the parameter (i.e. SetHealth) to adjust it's value)

    Check out the wiki tutorial page: http://wiki.relicrank.com/index.php?...ct_Edit_States

  10. Gamers Lounge Senior Member Modding Senior Member  #10
    Green Grow the Rushes Ira Aduro's Avatar
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    Gave the map a go, excellent layout I thought. Here are some thoughts:

    I'm not a pro player, I've probably played 12 or less MP games. But I felt the map had a nice balance of city and open field fighting.

    I like where you are going with the look of the map. It's very pretty. I do think it is a bit too clean looking. The roads are very clean as are the sidewalks. There are a few wrecked vehicles, but I think you would make the map pop even more by adding some dirt decals and other rubble. Not to the point were the city is blasted, but just enough to give it some more visual interest.

    I guess the area outside the playable area is still being worked on? It's too late for this now, but I would recommend giving your maps more unplayable area so as to hide the edges of the map. Here's a screenshot of what I am talking about:
    http://www.wegame.com/view/company-o...2-04-14-52-21/

    Really nice map though, keep up the excellent work!

  11. #11
    Member Playmobill's Avatar
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    Thanks you both!
    Goodix for the tip (that i used a lot tonight ^^)
    and IraAduro for those advices.
    i'll add splats but im totaly newbie whit that tool, never used on any of my maps.
    I also added couple of houses to make more realistic (and more defendable), some of them are half destroyed.
    For the unplayable area, don't worry, i didnt plan to keep it as empty as now

    Very soon few pics, but for tonight its a bit hugly with all this new stuff parked quickly there and there.. i must draw lots of new gardens

    Edit : finaly, here are the pics :


    MORE SCREENSHOTS


    And the corresponding map file : Download last revision on the 1st replay (upper)
    Last edited by Playmobill; 9th Apr 10 at 6:28 AM. Reason: Adding Pics

  12. #12
    this map is quickly becoming my all-time favorite.
    nice work

  13. Gamers Lounge Senior Member Modding Senior Member  #13
    Green Grow the Rushes Ira Aduro's Avatar
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    Ok, played through again and have a suggestion.



    In my opinion those two territories should connect, otherwise one has to go all the way down to the middle to get the resources from the top. This cuts down flanking chances and strategic maneuvering, because you have to fight out the middle.

    Also, my armored cars had problems getting out of a couple of the fields due to stone walls. This area in particular was bad.


    Perhaps opening up the fields a little more?

  14. #14
    Member Playmobill's Avatar
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    Noted!
    thanks, thats exactly the kind of comments i need to debug the map

    - Originaly, those two sectors were connected.. i separated them to make a better challenger, but perhabs after all it is "too much" for the allies, i admit that it makes it really hard.

    - For the armoured cars pathfinding, i see what can cause the problem: its probably the ditches depth in addition of the natural elevation. i'll move the ditches a little.
    Last edited by Playmobill; 5th Dec 09 at 6:42 PM.

  15. #15
    Member Gamerisin's Avatar
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    Hi there,I'm liking this a lot...the brit commandos are a great unit here..but...yes there is always a "but" ....in those open areas at the edge of the map(right upper corner) in those field areas...could u add more infantry cover like crates and barrels,make something imaginative like a little orchard u know,add those little trees that have oranges(or apples)maybe a building..or two kind of farm so it look cool along those crates and barrels..and also some haystacks cause that area looks empty so well this is just little feedback...otherwise the map is great

    I hope u got what my idea was,anyway I love your map as I said before

  16. #16
    Member Playmobill's Avatar
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    Thanks
    i agree, But ( ) this area isnt finished.
    but i dont know yet what to do here:
    - a manor, half hide in the forest (and a small forest on the south, to continue existing forest) ?
    - or a big farm and no forest..

    Also, axis base will change a lot in future revisions.. i don't like their current base at all.
    Allied base is not finished too, but ill keep most of it like that, just adding some visual stuff (real cliffrocks if i can handle those damn rocks). and better polished 'atlantic wall' style defenses.

    For the orchad, something like that is planed at the opposite, on the south of the map. i think about an appletree field.

    still lot of garden to transform too.
    doh! lot of work :P
    Last edited by Playmobill; 6th Dec 09 at 6:07 PM.

  17. Gamers Lounge Senior Member Modding Senior Member  #17
    Green Grow the Rushes Ira Aduro's Avatar
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    yeah I forgot to mention the Axis base is very wide open while the Allied base is ever so slightly cramped.

  18. #18
    Member Gamerisin's Avatar
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    @Playmobill: I love your idea of the orchard at the other south side and about the forest and farm...I would vote for the farm..because as well you could add animal corpses(cows and horses) for a little extra cover and more "eye candy" so it really look like a farm with those dead animals

  19. #19
    Member Mirage Knight's Avatar
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    Thought I'd chime in as I played a couple of long games on this map - including one with Ira

    Seriously, this a killer map with some great ambiance and flow. There are fantastic street fighting areas and some great "tank country" mixed in here, making for varied and epic fighting.

    The only issues I have are with regard to the rather cramped conditions for the beach area bases and some issues with bunkers sticking out of the terrain in odd ways. Also, I'd ditch the Pantherturms in the Flak pits and leave them open for players to build 88's, 20mm Flakvierlings, 105 Howies and such in. That's just historical nitpicking on my part though

    All in all...even in it's beta state this map is a pleasure to play (and even just look at) and is a definite keeper! Keep up the great work!

  20. #20
    Member Playmobill's Avatar
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    more, more, more..

    Thank you all for your support i'm proud that you enjoyed it! i've tried to made all this, but its not totaly finished. yes allies cliff-bunkers are not final.. in fact, the cliff itseft isnt finished.
    axis base is still the same too.. but, everything else has greatly changed..

    I noted all what you said, and, dont worry, i'll take care of it because i agree too with most of it.
    for the beach space problem, ill make the sand more plat, so it will be easier to place buildings.

    in this version LOT of new details, orchads, appletrees, dead animals xD, more crashed gliders, more splats, more walkable paths trough the village, more eyecandys and.. ..lot more blood splats!
    Also more AI's bunkers if you play skirmish..

    Next step will be the allies and axis bases i think, this is the only part that still need some big work..

    Clic here to DOWNLOAD the latest map file


    Here are the overview, and few screenshots



    MORE SCREENSHOTS



    Hope you'll like it

    edit : one of the axis base exit is buggy got to fix that quickly because that make the cpu pathfind bug on south
    Last edited by Playmobill; 11th Dec 09 at 9:18 PM.

  21. #21
    Member Gamerisin's Avatar
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    yay I'm gonna test it right now!!!

  22. #22
    Member Playmobill's Avatar
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    Veules-les-Roses nearly finished.

    Hello
    Today, both bases were updated, axis cpu's pathfind bug is fixed, and cliffs are totaly remade from models, with some additionnal concrete walls and wire stuff.

    - The allies base on the beach has been lowered for better building placements, lots of cliffrocks added for visual, atlantic wall on the top of the cliff has been arranged and ajusted.

    - The quarry in axis base is more designed, textures, wire-walls, buildings and trucks added. Its not perfect but its far better, and should be ok for a while.

    Beta stage is nearly ended, most of the map is done, it's about 90% finished now.
    Non-playable area is still empty in some areas, it's probably the next step. But it's not for now ^^ : big work untill here, i got to get some rest, and some playtests

    Download the last version (v0.5)
    nota bene: the previous pathfind-bug for axis cpu is fixed.
    The map now needs some serious playtest to improve the AI.

  23. #23
    Member tyler4171's Avatar
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    I have 1 suggestion for the splats, some are waaay too big and need to be resized, other than that this map + Back to basics = one hell of a game

    Back To Basics Forum: http://www.btbmod.com/

  24. Company of Heroes Senior Member  #24
    Moderator Lethal Dosage's Avatar
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    I downloaded and played the version posted on the 5th the other day, and i too love it! I only had 3 qualms with that version;

    1. The placement of the 2x Pantherturms overlooking the beach (on the cliff near the Mortar Bunker, and down in the town). The one in the town is alright, but it effectively locks down a critical area outside the Allies' beach bases, and the one on the cliff looking down is within range of a base MG, but out of it's firing arc, allowing Axis players to knock out a base MG and enter the lower beach base easily early on in the game. I think the Pantherturms should be taken out too to prevent Axis players taking advantage of them, especially since the Allies don't get something similar outside the Axis bases. Just leave the empty concrete pits there for either side to construct defenses in themselves.

    2. The upper Allied base has it's HQ too close to the cliff, units spawning out the back of the HQ can get stuck, i sometimes see a Ranger or Rifleman squad stuck between the rear of the HQ and the cliff.

    3. I think you should look into the amount of high, shot blocking walls you use in the town, as some of them make some of the buildings in the town virtually useless for defending. There is one road in particular that curves up from near the Pantherturm in the town towards the top of the hill outside the Allies' cliff base which has high walls very close to the buildings, and troops garrisoned within can't see over to shoot. (It's hard to explain the location, i'll try to get a screenshot if their still present in the newest version.

  25. #25
    Member Playmobill's Avatar
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    ty everyone for thoses tests

    Point by point :
    Tyler> - roger! i'll resize blood splats, i put some of em in place a little to quickly ^^

    Lethal> - You are not the first one to ask for the remove of this pantherturn:
    At the beginning of the map, a second axis panther turn was planed. i forgot to add it (my bad).
    This second pantherturn was supposed to be at the axis central base entrance near the small industrial house who got a truck parked near (in the last version), to make the things more equal.
    If i place it, both team can take down at least one HQ with it.
    OR : i can move the current axis pantherturn so it can hit the 5th pos axis HQ, as it is the case for the 2nd allied pos.

    But if everyone agree with the removal of the cliff's pantherturn, i'll remove it (guys, readers, dont hesitate to tell us what you think about that cliff-pantherturn)

    - Second point, i've move the cliff-HQ a little, since the version you have tested. now we can now go behind the HQ without beeing blocked. it need testing to check if that works. i'll try to see if that happen again.

    - i understand about the walls (i didnt thought about that, thats true that there is lot of tall walls in the center, i can make a deal with by adding some wall+iron fenses on it, as it is for half of the gardens..
    Also i dont fint what house you was talking about, so, yes, if later you can point it in a screenshot, it will helps me a lot
    By the way, perhabs its now time to have the version number included in the map name, to avoid conflicts..

    Edit :
    After some testing, here is few issues i found. i'll fix em soon.
    - Allies base on the cliff suffert from lack of space, some wires need to be deleted.
    - one building in the 5th pos (axis) may block for the upper building position.
    - Axis still dont really attack south, i dont know why
    Last edited by Playmobill; 13th Dec 09 at 10:41 AM.

  26. #26
    Member Aidas2's Avatar
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    This map is very awesome, i just hate the fact that Allies spawn at the beach :/ but still awesome.

  27. #27
    Member Playmobill's Avatar
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    Hi !!
    Here is the last version, lots of small pathbug fixed, and lots of details refined.. less tall walls to. Both bases are much detailled, but Axis still dont attack south serioulsy, for unknown reason oO
    All other areas are well used by the cpu, so its ok.

    Enjoy, and be sure you got the last version, before trying to join me in multiplayer (my ingame nickname is BobyZ).

    Download Veules-les-Roses (6P) v0.6

  28. #28
    I realy enjoyed your map...

    Ther is one thing that i see in this map that can be fixed to improve the balance, in the main road, ther's some wrecks of tanks and other vehicles that Werchmacht Pios can Scavange to get some Munitions... But i realy liked your map... I will try more times and can give a better feedback!

  29. #29
    Member Playmobill's Avatar
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    Thanks
    About the wrecks, an other problem that was told to me is that they can block vehicules if not heavy tanks.. especialy in the first crossroad on allies side. So i'll remove one of the 2 tanks wrecks here, and i'll let most of others, because it was historical accuracy (in Veules, the only real 'destruction' was this main street, where EVERY vehicules were crushed . Other Places in Veules didnt suffered so much from the battle, some bullets impacts, lost mortar..
    So a friend of mine (who live in Veules-les-roses) asked me to add those crushed vehicules because, with the Ceron's wreck, these are the most important "cliché" that inhabitants still remember more than 50 years after!

  30. #30
    I think you can just "turn off" the scavange in some how , cause the relic maps have some wrecks that you can't scavage... If can't be disable, don't remove the wrecks, in my opinion, it's nice...

  31. Gamers Lounge Senior Member Modding Senior Member  #31
    Green Grow the Rushes Ira Aduro's Avatar
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    Just finished a rather epic playthrough. My only concern is the AI congregated in the middle lower part of the map and did nothing. It was up to me to hold off most of the enemy. Is this a common problem with CoH AI? My vehicles didn't have any problem pathing so I'm not sure what it could be.

    Other than that it's ready to go as far as I can tell.

  32. #32
    HunterXero
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    Sadly, it's a coh AI thing, sometime's the AI on your team, just stops fighting all together. it is rather annoying.

  33. Modding Senior Member Company of Heroes Senior Member  #33
    Celéstial by heart Celution's Avatar
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    @Ira Aduro: Didn't you accideantally gave the AI an "Attack/Defend" order on the minimap?

  34. Gamers Lounge Senior Member Modding Senior Member  #34
    Green Grow the Rushes Ira Aduro's Avatar
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    Not before they started pooling together. When I noticed them just sitting there I sent an attack ping but they still sat there.

  35. #35
    Member 130Th Panzer's Avatar
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    WOW! This map looks great!

  36. #36
    Member Beefy^'s Avatar
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    i generally send half a dozen defend then attack then capture pings to them followed by another attack, ai seems to stick doing nothing quite often since tov. repeated pings generally gets them moving, ive also seen tanks unable to cross bridges because of one solitary invisible undestroyed mg lying on it , ah the joys of tov. the ai is retarded . Always makes me giggle when players get battered by experts and drop. if it happens to me i just fall back and hold them off they will merrily chuck everything theyve got at a defence line till they exhaust themselves, then you can batter them. i think relic used haiges tactics when programming cpu build build build, if panic occurs spam luftwaffe ground forces and stuhs

  37. #37
    Member Playmobill's Avatar
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    hi all

    yes, Ai got big problems for axis, i dont see any attacks in south from the german pos that should go there.. and all axis'side AI has this strange behavior, they stop their progress sometime on the middle without visible reason..
    i putted 'high' AI points on the south but it doesnt changes anything.
    The next try for me is to clear all roads for this way, to help AI's pathfinding.
    we'll see if that works soon.. i really think road obstruction for vehicles is the key. if road is half clear, AI ignore it too often.

  38. Gamers Lounge Senior Member Modding Senior Member  #38
    Green Grow the Rushes Ira Aduro's Avatar
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    It seems to be the AI in general, not just Axis. When I was playing I had British allies. I'm going to play a game this week with some friends and see if we can nail anything down.

  39. Forum Subscriber  #39
    Member nobody's Avatar
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    There can be several reasons for an AI staling in the game. Sometimes you just have to move a resource point a few meters to get them going, other times making waypoints is the solution.

  40. #40
    Member Scar™'s Avatar
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    This map is really nice looking (so much so that I hated pushing the button on that first artillery barrage...didnt want to ruin the beautiful town!).

    Had a great battle as well. Not sure if the axis AI stalled out half way up the map or if that is just where we halted their push. Had a great battle in the middle of town and slowly pushed them back (was a 2v2 - 2 human against 2 axis AI).
    Pulse Carbine Lover

  41. #41
    download link doesn't work

  42. Gamers Lounge Senior Member Modding Senior Member  #42
    Green Grow the Rushes Ira Aduro's Avatar
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    See post #27 for the dl link for the latest version. I just tried and it works.

  43. #43
    gotcha. found it.
    I was trying the link in post #20

  44. #44
    Member Playmobill's Avatar
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    Hi dudes!

    Thanks to Rishad, i was told that a new contest just begun, so i try to update and finish this map before april 30.

    here is the latest version, v0.7
    - splats size ajustements of most of impacts / bloods in the main street
    - less trees, houses, fences, better for rendercalls
    - still for rendercall, lots of terrain smoothing, better places in city to build defenses, due to the removal of some houses
    - streets "trafic jam" reduced at choke points, (better wreck/sign placement)
    - south path of axis base cleared (cpu was buggy and often stuck before in there).. hoping this is the last time i change this path...

    So it should be much better for framerate now with this new beta.
    i hope you'll enjoy this kind of D-Day-like map!!

    (See posts above for older screens, i dont think this fixes need screenies ^^)

    See ya and best regards!
    Playmobill

  45. Modding Senior Member Company of Heroes Senior Member  #45
    Celéstial by heart Celution's Avatar
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    Nice Playmobill! Good to see another update.

  46. #46
    Hi Playmobill,

    Upload your map here also , It would heip with the familiarisation of the map and improve balance .

    http://www.gamereplays.org/community...showforum=3561

    Regards
    funnyme
    Ten soldiers wisely led will beat a hundred without a head.

  47. #47
    Member Playmobill's Avatar
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    Yes i had to post it there too, since its the official "wip" forum of the contest.. before final submission i mean

    But im affraid : i got arround 300 /350 rendercalls (or less) by screens in the whole map, except on south of the church, where the hill and the elevation make the rendercalls fall to 600, when watching from the worst angle..
    i got to deal with because its the elevation that makes this.. + AND probably the excess of tiles.. i'll check that.

  48. #48
    Hi play,

    I played the map yesterday, I think the lighting is strong(Bloom) , You can make your own Preset by using the combination of Relics Presets .

    Note:-I checked it with Osterbeek dawn and it was good ...

    http://www.gamereplays.org/community...owtopic=298638

    http://forums.relicnews.com/showthread.php?t=241422

    I saw the gun markers in the WB , But in game i did not find their use , Now , It will also be good if you remove any bunkers other than the Base Bunkers .

    Also, Please check the Paths , e.g,Cause once when i used a jeep to capture the ammo sector on the west side it ran into a bunker when there was an alternate path avaiable .

    The AI was all over the place this was pleasent to see ...

    Regards
    Funnyme

  49. #49
    Very good map, played for a good 3-4 hours and still want to

    One problem I have picked up is there aren't very many places to put 17 pounders when british so I had to fine other ways to take out tanks.

    Other than that a very enjoyable map

    Harry
    "A fighter pilot is always on the offensive, if he has a mig on his tail he is in a poor offensive position but the mig is in a very good defensive position"---a red arrow pilot at the air tattoo air show :)

  50. #50
    Member Xalibur's Avatar
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    Bremen, Germany
    Hi Playmobill,
    a very good map! I`ve made some relic-style base & slot pictures, perhaps you want to include them into your sga file. Just PM me and I upload the tga`s for you



    Greetings
    Xalibur

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