[MAP] - Edit Trunz

Playmobill's mapping corner - share your work and exchange tips & tricks for all things "Worldbuilder"
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mofetagalactica
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Joined: 30 Jan 2017, 11:15

[MAP] - Edit Trunz

Postby mofetagalactica » 05 Oct 2017, 06:58

I have edited one of the well know bk-maps "Trun", since it didn't have love because it was considerated a "bridge map", so i hope it becomes more popular, expect new pasable terrains, no bridges, new fuel/ammo points.

I will upload the link later at mediafire , so for now a 48 hs link.

https://www.mediafire.com/file/awvipse7 ... bridge.sga


Hope you enjoy.
Last edited by mofetagalactica on 05 Oct 2017, 22:05, edited 1 time in total.

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Kr0noZ
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Re: [MAP] - Edit Trunz

Postby Kr0noZ » 05 Oct 2017, 09:11

Could you add some screenshots to show off the changes?
I don't feel like downloading a map and starting a game to see the differences, especially if some of them are not "in your face" so I might miss them...

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mofetagalactica
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Re: [MAP] - Edit Trunz

Postby mofetagalactica » 05 Oct 2017, 22:12

Kr0noZ wrote:Could you add some screenshots to show off the changes?
I don't feel like downloading a map and starting a game to see the differences, especially if some of them are not "in your face" so I might miss them...


Sure

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Last edited by mofetagalactica on 05 Oct 2017, 22:54, edited 2 times in total.

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mofetagalactica
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Joined: 30 Jan 2017, 11:15

Re: [MAP] - Edit Trunz

Postby mofetagalactica » 05 Oct 2017, 22:24

Kr0noZ wrote:Could you add some screenshots to show off the changes?
I don't feel like downloading a map and starting a game to see the differences, especially if some of them are not "in your face" so I might miss them...


Part2

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Tiger1996
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Re: [MAP] - Edit Trunz

Postby Tiger1996 » 05 Oct 2017, 23:17

Looks good, most importantly as I told you on Steam.. make sure bridges and mortar bunkers are all removed... This would be so great, I can see you are actually doing some good progress! I will also test it soon, and see if there is any technical issues that I could fix.

I would also have to hint Playmobill about it so he could have a look.
And again, if you have any further questions about maps in general.. just don't hesitate to poke me on Steam and I will always be there to answer ;)

I would love to see a professional group of handful "Mappers" for Bk Mod. And this is just the start I think...
This way Bk could literally get brand new maps and map revisions frequently enough when it's finally on Steam! No more boring over played maps.

Anyone who has the talent and the free time to modify CoH1 maps should come to this forum section and ask whatever he wants. I will try to answer the best I can, and if anything I can't answer.. then I bet our expert (Playmobill) would be right there to answer even ahead of me ^^

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sgtToni95
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Re: [MAP] - Edit Trunz

Postby sgtToni95 » 06 Oct 2017, 09:44

This looks great actually.. only problem i saw with this map, apart from the river, was that bases were so close to each other and maybe needed to be relocated. I'll try to test it when you're done and see how it works.

Thanks for putting your efforts in this btw! :)

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Playmobill
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Re: [MAP] - Edit Trunz

Postby Playmobill » 07 Oct 2017, 10:10

Looks promissing !
I agree with Toni, if you know how to expand bases, try to do it. a good test for base size is AI and PE buildings: if AI can fit all the PE buildings, then its perfect.
" No bastard ever won a war by dying for his country. He won it by making some other poor dumb bastard die for his country. "
George S. Patton

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mofetagalactica
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Re: [MAP] - Edit Trunz

Postby mofetagalactica » 07 Oct 2017, 22:11

sgtToni95 wrote:This looks great actually.. only problem i saw with this map, apart from the river, was that bases were so close to each other and maybe needed to be relocated. I'll try to test it when you're done and see how it works.

Thanks for putting your efforts in this btw! :)


Playmobill wrote:Looks promissing !
I agree with Toni, if you know how to expand bases, try to do it. a good test for base size is AI and PE buildings: if AI can fit all the PE buildings, then its perfect.



MMm i can try making something like this, Red is moving base to location, and green is re-making the zone.

editarmapa.png

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Playmobill
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Re: [MAP] - Edit Trunz

Postby Playmobill » 11 Oct 2017, 20:15

Not sure moving spawns is the best solution.
You could for example reduce the part of these forest (that you marked in red), using smaller rectangular chunks of forest instead of the big square ones.
Then you would only have to extend the painting of base sectors to the new avaliable terrains.
As these kind of forest are made to be impassible, you dont care if they are big or thin.

Also, at the very border of the map, the forest is overlapping on spawns, you can make it so most of the forest stops more or less at the map borders limit, that will grab a bit more terrain for buildings (If necessary use the same kind of forest chunk out of bounds if its not already already the case).

Let me know if this is unclear.
" No bastard ever won a war by dying for his country. He won it by making some other poor dumb bastard die for his country. "
George S. Patton


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