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New map - 1944_Prokhorovka

Posted: 27 Jul 2009, 02:00
by SpikedHelmet
New updated version of an old map, Prokhorovka_1944. Now its called 1944_Prokhorovka!

http://spring.jobjol.nl/show_file.php?id=2183

It is a 18x18 mostly open map. Several water bodies break the otherwise open terrain up -- the winding river and two small pool lakes. However, the map is hardly "flat", most of the open terrain is subtly bumpy and sloped.

It was designed for Spring: 1944 so resultingly there are far fewer metal spots spread around the map, however like all maps made this way the maxmetal amount is 10x higher so in the end it evens out, more or less.

Its designed mainly for 2v2 but gives a good epic 1v1 and could probably squeeze 3v3 with higher metal output (if your mod supports that modoption).

Anyway, pics:

Image

Image

Image

Image

No, no pics that show slopes, because i don't have any TA mods and I'm guessing showing you S:44 infantry and vehicle slope allowances wouldn't really do much good. Someone else can play it and upload images of that crap because I'm not going to DL fucking BA just to make a screenshot of god damned kbot and vehicle slope tolerances.

Re: New map - 1944_Prokhorovka

Posted: 27 Jul 2009, 13:38
by pintle
Looks epic. What are the river crossings like, for both inf and veh?

Re: New map - 1944_Prokhorovka

Posted: 28 Jul 2009, 08:26
by manolo_
will u release desert/snow maps in the near future? i know u have to texture ur modells new, but would be a good thing

Re: New map - 1944_Prokhorovka

Posted: 28 Jul 2009, 10:08
by Neddie
I plan to work on some with Spiked.

Re: New map - 1944_Prokhorovka

Posted: 28 Jul 2009, 10:11
by smoth
I do not want to pull an a*** here but you can do this pretty easily with map options. Neddie, have you looked at that stuff?

Re: New map - 1944_Prokhorovka

Posted: 28 Jul 2009, 11:02
by SpikedHelmet
I doubt there is a map option to actually create these 200 or so winter or desert versions. And I'm not fucking doing it. Fuck winter and fuck deserts.

Re: New map - 1944_Prokhorovka

Posted: 28 Jul 2009, 11:05
by SpikedHelmet
pintle wrote:Looks epic. What are the river crossings like, for both inf and veh?
There are four primary crossing areas: one on either end of the river near or at the map's edge, and two close together near the center/center left of the map (if you look at the image, where the river's banks "smooth" and blur out, those are the crossing areas).

Also, there are a couple of very small pathways that allow southern-side players to get infantry up onto that large plateau in the center of the map, where the river makes a long winding U southeastwards.

Re: New map - 1944_Prokhorovka

Posted: 28 Jul 2009, 13:29
by 1v0ry_k1ng
I think more, less valuable flags (about twice as many all up) would work better because in teamgames, people get really pissed off when there is say, 3 flags in the start area and one of them gets the 2, the other is stuck with 1. if you have 6, they get 3 each (and psychologically they feel they have more assets)
just a suggestion
nice map!

Re: New map - 1944_Prokhorovka

Posted: 28 Jul 2009, 13:41
by imbaczek
imho everybody should get income from allied flags, properly scaled.

Re: New map - 1944_Prokhorovka

Posted: 28 Jul 2009, 13:48
by smoth
imbaczek wrote:imho everybody should get income from allied flags, properly scaled.
interesting idea...

Re: New map - 1944_Prokhorovka

Posted: 28 Jul 2009, 14:16
by FLOZi
Probably worth writing a modoption for

Re: New map - 1944_Prokhorovka

Posted: 28 Jul 2009, 14:44
by Otherside
FLOZi wrote:Probably worth writing a modoption for
steal CA's communism and modify it (might be worth keeping the name tho :})

Re: New map - 1944_Prokhorovka

Posted: 31 Jul 2009, 13:46
by Beherith
Excellent work, great feature distribution!

Re: New map - 1944_Prokhorovka

Posted: 31 Jul 2009, 17:08
by Sindwiller
Nice work on all those little terrain subtleties! :o

Re: New map - 1944_Prokhorovka

Posted: 02 Aug 2009, 12:40
by pintle
I was a little anxious that the big hill/cliff thing created by the "U" in the river would be too key a focal point, but having played a couple of games there it does not seem to be an issue.

Great map! :) It is finally forcing me to stop using a 2 rax + gunyard buildevery single game :P