Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thanks for the heads-up, was cool to get some feedback on this map from such a knowledgeable player.
I created it mostly to practice 1v1 vs the AI while learning the mapping tools, so It's not my best work visualy, it could indeed do with a little update it that department.
Got a good laugh of the brutaly honest feedback on the river, eyesore really...
I don't think I even knew how to rotate the camera at the point in time I made this map.
All the points you and Elpern brought up are great actionable feedback.
It's all every much appreciated!
And thank you once again for bringing his VOD to my attention
His main points were the side victory points are too wide and should be brought in about 20 range and reconfigure the cover/shotblockers to suit.
The river is ugly and very straight. You could some natural meandering, maybe make the water a touch deeper to add more reflection and see less of the stone base. Add more cover positions some sandbags maybe a trench along the river.
The roads leading to the mid VP are very straight and open, could benefit from maybe some shot blockers or cover/tank traps. The default camera position should be about 45 degrees left or right of where it is currently.
He overall enjoyed your map and especially liked the little hill you'd made to enter the top floor of the corner garrison. He also felt your garrison placement was great for competitive play being placed far away from critical points of the map.
Thanks for creating this Gem.
Sorry for the broken promise, but I feel like a map made for one entrance comp stomp would flow better than if I halfassed converted this into one.
but i can't put my finger on it.....
As was sort of mentioned earlier, this would make for a perfect casual play/comp stomp choke point map if the rivers were made impassable so I certainly put my vote in for that if a separate version for that purpose is still being considered.
Thanks for giving it another shot, much appreciated
- The starting positions of both players have been made slightly bigger by pushing the base further into the edge of the map.
- The base bunkers have been moved slightly more forwards to make more space for base buildings.
(See picture 8 for updated look of a base made with autobuild.)
Thanks to @ADLER and @harwood210 for bringing the autobuild issue up!
Thanks! :)
Please tell me how you manage to not fit in the buildings, thanks.
Sorry about the scuffed images, I play on ultravide high res and steam only supports 2mb pictures.
還是根本就沒有穿越?
非常感謝
An early project version of this map should no longer mistakenly be included when you download this map.
This was caused when I resaved the map with a new name in the same folder as the original project.
Thanks to @ ★ Silvercat18 ★, for bringing this to my attention
And thanks for the kind words aswell!
Can't erase this old one alone... it's embarrassing...
Anyhow, excellent 1v1 map !
good looking and well balanced...
Fun to play...
Thanks for it ! (^-^)
If you have any specific feedback in regards to vehicle play, please let me know bro :)
You want a chokepoint version of the map where only the middle can lead you to the enemy's side of the map?
No crossings on the water at all?
Think I'd want more feedback on this, if this is something more people want.. and especially how they would like it.
If this idea peaks more peoples' interest I'd be open for it!
It is not out of the question to upload a *standalone* stalemate version of this map in the future :)
- Middle demolition charge crater doesn't provide cover, this is intentional for balancing reasons.
- Increased the height of the "cut-off berms" so that heavy vehicles cannot drive over it.
*sidenote, all other smaller earthberms that are not obstructed by hedges etc can still be climbed by heavy tanks*