Map : Turkeve

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sztartur2
Posts: 670
Joined: Tue Jul 23, 2002 9:59 pm
Location: Budapest,Hungary

Map : Turkeve

Post by sztartur2 »

EDIT on 2011.09.11 - First version.
EDIT on 2011.09.24 - Hungarian houses added

A map of the north/west part of the town Túrkeve in eastern Hungary and the area surrounding it. This is a big map according to PCO standards.(2km) Almost a quarter of it is urban area. That meant a LOT OF WORK. The surrounding area is typical of what has been the surroundings of a small town back then with small homesteads, farms, and bigger agricultural lands. Time is 1944 October as usual.

Map link.
http://dl.dropbox.com/u/37180814/public ... urkeve.zip

Small test scenario.
http://dl.dropbox.com/u/37180814/public ... apscen.zip

Mobius' Hungarian houses mod
http://dl.dropbox.com/u/37180814/public ... usesV2.zip

Any feedback is most welcome. I would like to know if there is a need for maps with such urban setting.

"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.", Sun Tzu
rickier65
Posts: 14252
Joined: Thu Apr 20, 2000 8:00 am

RE: Map : Turkeve

Post by rickier65 »


sztartur,

I've been looking at this map. I like your urban area. I know that was a lot of work, but it looks good.

I notice that you have Has Height set to true for the telephone lines. I think that keeps them from getting knocked down, but I think you might occasionally see units walking or driving on top of a telephone pole. Also, I notice a few places where the telephone wires don't connect to poles and the ends are hanging out in the middle. telephone wires/poles are one of the most time-consuming thing to do. The last time I used them, I ended up using poles without wires.

Thanks for that map!
Rick
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sztartur2
Posts: 670
Joined: Tue Jul 23, 2002 9:59 pm
Location: Budapest,Hungary

RE: Map : Turkeve

Post by sztartur2 »

Thanks for having a look at it.

The truth is that a most realistic map would have held twice the number of the buildings but that would have taken ages to build and would not be fun to play with any more.

I will uncheck the has height for the poles. That means having to rebuild 6 maps. If I place a row of 5 poles and a tank runs over one of them will only one be knocked down or all of them will fall?

Wires... well... I hate them...

"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.", Sun Tzu
rickier65
Posts: 14252
Joined: Thu Apr 20, 2000 8:00 am

RE: Map : Turkeve

Post by rickier65 »

ORIGINAL: sztartur

Thanks for having a look at it.

The truth is that a most realistic map would have held twice the number of the buildings but that would have taken ages to build and would not be fun to play with any more.

I will uncheck the has height for the poles. That means having to rebuild 6 maps. If I place a row of 5 poles and a tank runs over one of them will only one be knocked down or all of them will fall?

Wires... well... I hate them...


Actually, they will all fall down. There is a set of poles that don't have wires. you could use them instead. Or you could set it so that knockdow is set to false. On the last map I did, I ended up using the poles without wires. The poles don't knock down then. If you want you can also set them as obstacles so tanks don't drive through them.

This is caused by the way knockdown fences was implemented. It won't be fixed in this patch, hopefully it will be addressed later.

Thanks
rick
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sztartur2
Posts: 670
Joined: Tue Jul 23, 2002 9:59 pm
Location: Budapest,Hungary

RE: Map : Turkeve

Post by sztartur2 »

Map updated.
"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.", Sun Tzu
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