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Messages - [KamiKaze] Destroyer

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31
Modding / Re: Community Map Pack #1
« on: 07-10-2012, 06:10:15 »
Thank you for your vote =) The first page have been updated with your choices ;)

32
Modding / Re: Community Map Pack #1
« on: 06-10-2012, 23:10:58 »
Just pick up 5-7 maps from the list and post them here

Sorry RADIOSMERSH, but in first post i wrote following: "Suggest following system, write names of anything between 1 and 5 maps" and everybody voted on max 5 maps, maybe 5-7 could have been a better idea, but its too late now! =)

That's all for me:

some map but unfortunately many do not have enough description for trial.

The Sedan Breakthrough
Battle for Stonne
Ste Mere Eglise
Valkenswaard
Berchtesgaden
St. Fromond
Carentan
Beaumont
Forest

Thanks for your vote =) However, if you could remove few maps so its max 5 maps :)

I can also just take first 5 from your submited vote, but maybe it would not be correct, well, tell me plz =)

Cheers

33
Modding / Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« on: 06-10-2012, 13:10:48 »
This seems like it will be nearly impossible to win for the americans. Axis machine guns everywhere, flak gun aiming at the only bit of cover (the hill with the destructable fences) that the americans have on the beach (which, if fired upon destroys the fences and kinda defeats the purpose of having a bangalore pick-up kit, which is an awesome novelty and I think should be kept), nebelwerfer, half track. I understand that you're making it true to the original, but I fear that people just won't enjoy playing as americans because they will just be slaughtered the whole time; unless you put some kind of fast ticket bleed for the germans, and/or some american tanks and halftracks spawning on the beach after the bunkers are captured (not sure if you've already implemented this).

Anyway, some general feedback, the stairs at the top whilst walking into the first bunker on the left (as you are facing the beach) are kind of buggy and difficult to get up. Artillery positions should have natural artifacts such as ammunition boxes and different coloured terrain around them to represent dirt/mud (gunners were always walking back and forth getting ammunition, digging up the ground with their feet). The radar dish is a nice feature, but features the stair problem as well if I remember correctly. The map needs to look more lived in, but as always gameplay comes first, so I suggest run a server to see what it plays like, then work on that :)
Good job overall.

Thanks for feedback =)

Ammunition boxes - Ofcourse i agree, also good point with the gunner walk path =) However, at the moment pretty much the German static weapons are to be tested, therefore details like that i will only put time on when i know that, "Yupp, this guns position/existance is good!"

Bunker Entrence from above - Yes, its something i have on TODO list, the infantry mesh of that bunker needs to be remade at that part =) I will solve it somehow, maybe by simply dragging the whole stairs a bit more "inside" the bunker, eitherway, in the end it must be smooth =)

Unfair American positions - Well, thats what Omaha is about no? :D Original FH1 never really was even 1v1 aswell, most of the times Axis got more kills as a whole team, the balance was however adjusted with amount of tickets (If i remember correctly, Allies had almost twice as much starting tickets), so in the end the Allies side could still win, even if they didint held more then bunkers. The uneven positions (running on the beach < sitting in a bunker with mg) is what made that map so great, becouse, when you DID breakthrough, you felt like a true hero, not like, "well, whatever, next flag" =) Playing as Allies was a challange itself... And yes, some people sometimes went directly to Axis, however, auto-team balance usually fixed that =) Overally, in the end it should look like this in my opinion: Should be hard for Allies to advance, Easier for Axis to defend first bunkers, when Allies capture first bunkers, then the game gets more even --> Taking bunker should feel like relief and success for the Allies =) (Man, i remember myself writing with capslock on, "DONT TURN BACK INSIDE BUNKER! MOVE YOUR ASS!!!" = Absolut stormer) :D

Allied Tanks - I would like to include one of those amhibious tanks from FH1 =) Not sure, maybe WaW have ported those? ;)

Axis arsenal - I think the same, that this part needs testing, to remove/add/adjust so the firepower is good but not too good =) But also, have in mind that i made all Axis stationary weapon unrespawnable, exept the beach bunker mgs (respawn time 5 minutes or so).

Barbedwire + Axis bombardment - Maybe i should make barbedwire hp a lot higher, at the sametime higher bangalor's damage? That way, it would be less likely to get destroyed by other weapon then bangalors... Hmm... =)

34
Modding / Re: Community Map Pack #1
« on: 06-10-2012, 10:10:59 »
The voting is planned to close in 32 hours :D (18:00 Sunday GMT+1), i am thinking maybe better to make it few hours shorter, so that there will be some more time to play those on Sunday aswell! =)

Its a good point ;) I think i will run some testes to see what will be the size and how much the maps can be optimized size-wise (i encounter loads of copies of same files in many custom maps!), also will talk with RADIOMERSH about it =)

35
Modding / Re: Custom Maps list
« on: 06-10-2012, 10:10:42 »
Is it possible for someone to change the Kasserine Pass vehicles to American ones,
since 2.45 has them?

Hmm... Someone with good knowlage of FH2 vechicles, so they are replaced by more or less equal quality vechicles... I am not that one :D Anyone up for it? ;) Maybe you could try yourself? =) Shouldint be hard to do this, think its pretty much to unpack all zips then edit init.con and GameModes\gpm_cq\#\GamePlayObjects.con then pack it with pack-map.py again =)

You can post up any of my shitastic maps if you want.

Think the more maps, the merrier! ;) If you could send me few links and any info you want specifically using this form:
Code: [Select]
[b]Name of the map[/b]
[quote=Map Information]Desc: Your short description of the map
Ai Support: Yes or No
Screens: [url=LinkHere]1[/url] [url=]-[/url] [url=]-[/url] [url=]-[/url] [url=]-[/url]
Credits: You?
Download link: [url=LinkHere]Version?[/url][/quote]

I look forward to check your maps out ;)

river town crossing is a terrible linear map. that map was basically created by me to learn mapping for the fh2 mod.
I know you got a lot of good maps under your sleeve ;) How is your FH1 porting progress? Any % of completition? =)

36
Modding / Re: Custom Maps list
« on: 05-10-2012, 17:10:19 »
Thanks =)

Added:
- "Operation Ironclad" Map
Operation Ironclad, the planned and executed invasion of the island of Madagascar by British Troops. The Allied wanted to make sure that the Japanese could not expand their fleet ranges by establishing a base/port on the island. so it was marked high priority.

- "Somewhere in france" Map


Info: Thanks to RADIOMERSH for information about those aswell as download links!

EDIT
Added:
- "River Town Crossing" Map
Allied forces push northern to capture a bridge crossing. Unfortunately, Axis scouts have spotted the Allied movement and alerted the nearby Axis military base. There are many casualites to both armies during the firefight to secure this area.

Info: Thanks to RADIOMERSH again! ;)

37
Modding / Re: Warsaw Uprising 1944
« on: 04-10-2012, 19:10:50 »
They do? =) But you have to pick up enemy kit to gain this ammo right? =) Or you just walk over it like you do with extra ammunition throwed out by support gunners?? If yeah then i guess i missed that totally  ;D

38
Modding / Re: Community Map Pack #1
« on: 04-10-2012, 18:10:27 »
Allright, i added your vote on Dynamo ;) About Husky, unfortunatly i didint found that map using search function :S Anyone knows anything about it? =)

39
I think that the combat should be tactical, not much about luck.

What i feel could be changed, could be the speed of turret turning (i think its too fast right for realism no?), it would favor the ones that plan their positions better. Think that hit in back could be one shot one kill for all tanks, sides two-three and front 4-5?

I think tank battles at FH1 were brilliant =)

40
Modding / Re: Community Map Pack #1
« on: 03-10-2012, 19:10:01 »
Yes! Operation Dynamo is avalible for voting ;D

Is that your vote Jimi? ;)

I also got in touch with Pacifist, and he sent me four new/old maps (I fixed them for 2.45 and added to custom map list thread)!

41
Modding / Re: Custom Maps list
« on: 03-10-2012, 19:10:14 »
Update!

Added:
- Classic Gazala
- Classic Goodwood
- Classic Ramelle Neuville-1944

Info: Thanks to Pacifist for detailed information and avaliblity. I have re-packed them to work for 2.45 =) One more map is coming up = In Hell of bocage (I had some problems with re-pack, gonna check it again soon aswell as add screenshots to all those newely added maps)

EDIT:

Added
- A lot of download links (Think most maps have now a download link)

Info: Thanks to RADIOSMERSH for uploading loads of custom maps =)

42
Modding / Re: Community Map Pack #1
« on: 03-10-2012, 17:10:14 »
--Updated Current Standing:--
7 Points = Warsaw Uprising
5 Points = Battle For Stonne, Bloody Beach
4 Points = St Mere Eglise
2 Points = St. Fromond, Monte Cassino, Sedan Breakthrough
1 Point = Berchtesgaden
1 Point = Kelafonia (Pending)
1 Point = Kasserine Pass
1 Point = Carentan
1 Point = Valkenswaard
1 Point = Blood D-Day

Note: This standing is merged with votes from thread from cyrillic forum, that is run at the same time =) One person voted so far, with the following choices:
Quote from: Myasnoi
Trench
Warsaw Uprising 1944
Blood D-Day 2.0
St. Fromond
Bloody Beach

"Warsaw uprising takes the using its rocket fuel reserves and moves to the front! Stonne and Bloody Beach seems to be a certain qualfication candidates within the 5 positions. St Mere Eglise a bit tired but not giving up the fight just behind the two! Intensive battle for the 5th place; St. Fromond, Monte Cassino and Sedan Breakthrough are minimally infront of those on the end, seems that anything can happen here! Who will take the last 5th spot?!?"

Important Information
The voting will end on Sunday 18:00 GMT+1

43
Modding / Re: Caen Streets
« on: 02-10-2012, 23:10:13 »
Anyone got download link of this map? ;P Think it looks awesome =)

44
Modding / Re: Classic Omaha Beach Charlie Sector [FH1 Port]
« on: 02-10-2012, 17:10:13 »
Is he meaning the location of stones?

If yes, then in original they acted as cover, and in remake it also must act as cover =)

Visual exact copy < Gameplay exact copy

EDIT: Aah, yeah, Snoox means the other post! =)

Well, i think that the last flag in the original was the weakest link in the map, it never worked as a camp, there was never fights over it (pretty much some rambo went there and captured the flag alone without any resistance 95% of times). So, in my personal opinion, this part can be made better from FH1 gameplay experience =) But if there will be many who dont agree, then i am willing to change my mind, communication is the key! =) Right now, Bunker complex ala FH1 Gold beach last flag is convincing on my mind, like a camp but a lot more "concrete" kind, with command bunkers and stuff like that =)

;)

Eitherway, the most important is that the distances seem to be perfect right now =)

45
Modding / Re: Community Map Pack #1
« on: 02-10-2012, 17:10:51 »
Yes =) Just check the tmp.con inside zip to see if everything is fine ;)

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