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@Jonnydodger: Happy to do so and more happy about you liking it ;)
whether your defending or attacking. yes there is still some tweaks to iron out, but as it is the now i like it.
thank you for your comment. The update has been published just now.
I hope the work shows improvement in terms of gameplay and balance. I also defined Americans to attack in Offensive to test if this works better. It can be changed easily, though.
Regarding coop: The bots just don't work. I can't get the Germans to run to Alpha when defending. There are only 2 of 10 bots running there at the beginning, the rest just scatteres themselves randomly around the map. Defending B works best - with C it is the same crap as with A and I have no suitable solution as of yet.
However, it'd be good to have more tests before the submission date.
@MaxLeod: Thank you for your comment. Happy you liked the "unique" stuff.
Regarding the amount of cap points in Liberation: That has already been changed to three before your comment as you can see in the change notes and description. About the sunlight effect: I have it in there for balance reasons, because Germans are much stronger around the church, but I think about your suggestion and see if I can come up with an alternative.
One questions on my end:
Which buildings are confusing exactly? Does the mini map not help in that regard?
I wanted to post the update which you can see on the screenshots, but at the moment DOI is not letting me. Pretty annoying. I'll keep you posted.
@Maxim:
Thanks for your notes. I have just entered the phase where I detail stuff. This always takes time, since often I am having a hard time to decide what to do with which corner of the map.
As for the dark church. I asked around a couple nights back when I was play testing the map. Everybody said they'd leave the church dark, so I am awaiting the play test tonight to see what other people think.
About the doors. I have to count that as artistic freedom ;)
Feel free to post here again with constructive criticism. It just helps me improve my map.
I've been working on lots of details which probably won't make it to the test on Nov 6, but after that this item will be updated, of course.
See you on the battlefield.
Thanks, I enjoyed it, too. The staircase has been done yesterday after I left. Couldn't let that slip through the cracks ;) Thanks for the wishes.
@Christian:
Thank you. I am thrilled about all the maps.
I compiled the map once again but something still is wrong so the fastest solution was to just switch the factions in the .txt file for the moment. Night!
So I started another playtest with bots and I can only see that the symbols on my minimap were the wrong way around - why? I have no idea, since they work on harbor. The symbols as well as the parties.
Choose alligance [i.imgur.com] -> It is Commonwealth, not American. Did you play American? That would be awfully weird, because it is defined by harbor.txt what parties are playing.
Choose class [i.imgur.com]
British spawn [i.imgur.com]
Please contact me for further information if your problem persists. Thank you!
1) I removed some of them (see links below)
1.1) A blockage on this spot is very necessary, since otherwise there would be a way to shoot straight inside [i.imgur.com] a spawning area. As you can see, the sandbags have been removed to give way to an overgrown wall [i.imgur.com] - and you can't climb up anymore.
1.2) The sandbags have been substituted [i.imgur.com] and I have no idea why it was not solid since the enteties settings were as every other setting.
2) I put light [i.imgur.com] in all the huts [i.imgur.com] but one (because somehow the light of the fireplace was not rendered - this will be fixed).
3) The fading problem has been solved [i.imgur.com] and I have no idea why this error occured.
Again, thanks for your observations. That helped :)
@DoG: I removed some of the sandbags (see pictures below) and replaced them by 3D structure elements. I added some decals here and there, but not too many. If you look around the map, there are some, even posters. I decided not to overload the village with all posters but rather cracked or dirty walls and floors. For example, clothing is lying around at a few places, blood is spattered, walls crumble. Don't want to overdo it^^
@humble noob/ Hans I can't say I noticed an overload of sandbags but if you feel there are too many,some could be exchanged for barrels, boxes rubble or even wood like tree trunks on their side. I think for a first alpha it's superb and like I said in my original observation some aesthetic things are down to ones own personal preference. Windows tend to get shot out anyhow, I personally in a urban type environment prefer to see more flags advertising and period posters but that's just my take...
@the humble noob:
I will look into all of your points in the evening after work. But from a first glance I took they make sense. Thanks for being thorough!
@Forbearance:
It is strange that I never had the problem and it assigned me the correct team...
I will have a look into the issue! Thank you.
@DoG
Thank you very much for your comment and suggestions. I will look into all those aspects and get back with an update.
1) church tower ladders hard to mount to come downstairs going up is easy down is very hard
2) there is external staircase that leads into a bulding that has a missing edge we call a ballustrade.
3) several of the wall picture decorations have wrong orientation some 90" out some 180" (we have same issue in ET maps not sure if that is fixable!)
4) this is purely opinion the wood texture for huts is a bit false?! IMO it has a distinctive colouring that when reused is quite noticable for someone who textures maps...(im moaning here) most would not even notice this!
BUT underground lighting and lighting in general is wonderful. well done my friend i hope you can take this advice in the context i just want your map to look great and i know how hard you have worked on it!
For the implementation of a coop mode, I will be looking into this before the map contest ends, since I want to cover a wide spectrum of game modes when entering the contest.