Author Topic: Lebisey 64  (Read 8154 times)

Offline Kelmola

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Re: Lebisey 64
« Reply #30 on: 22-08-2011, 18:08:29 »
Well, I can forgive that then ;) Plus if the map is meant to represent the latter battle, then we can always say that the two StuG's were transported in time. ;)

Offline Natty

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Re: Lebisey 64
« Reply #31 on: 23-08-2011, 08:08:51 »
Please remind me again, why is there a StuG on this map?
Have you noticed the gameplay involving Stugs on this map? I would argue it's among the best maps in the mod for the Stug's intended game play, perfect for defending in this type of environment/fog/vegitation/terrain  ;)

Offline Mr_Cheese

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Re: Lebisey 64
« Reply #32 on: 23-08-2011, 20:08:03 »
Well, I can forgive that then ;) Plus if the map is meant to represent the latter battle, then we can always say that the two StuG's were transported in time. ;)
Nope, I'm afraid it's the earlier battle (i.e. the British push on Caen, before Operation Charnwood)... ;)

Offline McCloskey

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Re: Lebisey 64
« Reply #33 on: 13-08-2012, 15:08:57 »
Needs moar tickets... MOAR. 400 is just far too few. I'd say 600 so Jerry can actually counterattack and Tommy defend once they cap the third flag... I don't even know why it was cut down, it used to be around 600 afaik?

Offline THeTA0123

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Re: Lebisey 64
« Reply #34 on: 10-09-2012, 17:09:31 »
i say word to this

It is simply awesome to defend as tommy and to counterattack as jerry.
-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.

Offline Natty

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Re: Lebisey 64
« Reply #35 on: 12-09-2012, 07:09:55 »
Needs moar tickets... MOAR. 400 is just far too few. I'd say 600 so Jerry can actually counterattack and Tommy defend once they cap the third flag... I don't even know why it was cut down, it used to be around 600 afaik?

should be 1000 like all other maps, then increase the bleed speed to maintain same round-time length. (we have a formula:)

Offline nysä

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Re: Lebisey 64
« Reply #36 on: 20-02-2014, 18:02:04 »
Is there still Tiger in this map? If so, how I could access it?

Offline Matthew_Baker

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Re: Lebisey 64
« Reply #37 on: 23-02-2014, 06:02:26 »
Yea the Tiger is still there. I think it spawns when the allies hold all the flags or at least one second line flag, back in the main base.

Offline nysä

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Re: Lebisey 64
« Reply #38 on: 23-02-2014, 15:02:41 »
I kept the Germans at the initial spawn point (Road to Caen) but nothing happened. Maybe the Tiger has been disabled in the co-op/singleplayer mode?

Offline Matthew_Baker

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Re: Lebisey 64
« Reply #39 on: 23-02-2014, 16:02:21 »
I kept the Germans at the initial spawn point (Road to Caen) but nothing happened. Maybe the Tiger has been disabled in the co-op/singleplayer mode?

Oh I'm not sure about singleplayer. They might've changed it for one reason or another. Better off asking the guys on the singleplayer forum.

Offline Ts4EVER

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Re: Lebisey 64
« Reply #40 on: 27-07-2014, 17:07:33 »
2.48 changelog for Lebisey 64

  • Fixed flag rotations and pickup kits

Offline Gotkai

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Re: Lebisey 64
« Reply #41 on: 28-07-2014, 23:07:11 »
What was wrong with flag rotation?

Offline Ts4EVER

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Re: Lebisey 64
« Reply #42 on: 28-07-2014, 23:07:34 »
I think you misunderstood, this is not about push mode or gameplay but about the actual flags ingame. If you set flags to be displayed without a flagpole their rotation is not saved whenever you save the map, so you have to edit it per hand everytime you make a change. Sometimes people forget to do that and then the flags look glitchy.

Offline Berkolok

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Re: Lebisey 64
« Reply #43 on: 01-06-2015, 14:06:30 »
what about moving panzerschrek kits to safer position? thanks to camper tankers its imposible to take them in current positions


Offline Marder

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Re: Lebisey 64
« Reply #44 on: 08-04-2016, 17:04:27 »
Don't you think this map has very few points? Usually, with more than 64 players is finished in 15 minutes.