(6p) Valinograd Harbor

Elite (and related) releases.
bountyhunter571
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Posts: 26
Joined: Thu 01 May, 2014 3:08 pm

Re: (6p) Valinograd Harbor

Postby bountyhunter571 » Thu 12 Mar, 2015 10:43 pm

Hi folks

So, thanks again for all the appreciation in here. :) Map is now up for testing. Please report any glitches, things you don't like, things that miss etc.

For installation:

1. download the zip file.

https://drive.google.com/file/d/0B6eBIh ... sp=sharing

2. unpack the zip in the elite folder. You will most probably find the folder in:
Steam -> SteamApps -> common -> Dawn of War II Retribution. If the folder is unpacked / extracted in the elite folder, it should put the files in the correct location by it self, such that you should be able to play the map and no picture is missing (e.g loading screen, lobby maps, loading screen map).

3. report all the glitches in here. :) I'm looking forward to a lot of feedbacks of you guys.
Last edited by bountyhunter571 on Sun 15 Mar, 2015 5:47 pm, edited 1 time in total.
bountyhunter571
Level 1
Posts: 26
Joined: Thu 01 May, 2014 3:08 pm

Re: (6p) Valinograd Harbor

Postby bountyhunter571 » Sun 15 Mar, 2015 5:47 pm

So, the first play tests showed that some fixes had to be made.

Moved the starting locations somewhat behind to make sure that there are no objects blocking the sight. Also removed some objects that blocked the sight too much in the actual playing area.

However, eldar gates were considered rather strong in this map, so I put an additional requisition point on the map which stretches out the contested area a bit more, such that you will discover the gates more occasionally and not have to go searching for them all the time. Also toned down the lighting to some extents such that sunglasses are not necessary any more for playing. 8-) Some pics:

Image

Put some sightblocking objects to make sure there is no excessive use of blastmaster / pdevs / lascannons towards the steel factory. However, there are enough large flanking routes which should allow you to counter that kind of play rather hard.

Image

New harbor area, with the new requisition points.

Image

Changed locations for the starting locations. The supernatural power should not be in spitlength of the base turrets though.

Image

New locations for the railwaystations bases. Again, turrets should not be able to fire to the energy node.

Image

and the loading screen map to highlight the position of the strategy points.

I've updated the zip file with the most recent files. Every kind of feedback will be extremely welcome. However, like on every map, some races, and also particular units, might be stronger than others. This clearly was not intentional. If you want to test the map, you can also add me (TehMuffinman571) on steam and we can go through it together. Needless to say, that I would extremely appreciate some exchanges about the map.

Link:
https://drive.google.com/file/d/0B6eBIh ... sp=sharing

Unpack in Elitefolder:
You will most probably find the folder in:
Steam -> SteamApps -> common -> Dawn of War II Retribution. If the folder is unpacked / extracted in the elite folder, it should put the files in the correct location by it self, such that you should be able to play the map and no picture is missing (e.g loading screen, lobby maps, loading screen map).

For those that downloaded the map already, just replace the existing files and that should do it. :)
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Hefnd Rikir
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Posts: 11
Joined: Fri 06 Mar, 2015 2:01 pm

Re: (6p) Valinograd Harbor

Postby Hefnd Rikir » Sun 15 Mar, 2015 7:24 pm

Damn this looks nice. I need to test this out!
Blood for the Blood God! Skulls for the Skull Throne! LET THE GALAXY BUUUUURN!
SHATTER THEIR SKIES!
Long have I wished to serve under you sir.
We need a new driver! This one is DEAD!
bountyhunter571
Level 1
Posts: 26
Joined: Thu 01 May, 2014 3:08 pm

Re: (6p) Valinograd Harbor

Postby bountyhunter571 » Thu 25 Jun, 2015 3:01 pm

So, my map made it into the new build. I am very grateful for that and will be looking forward for some games on it with you guys. Please do not hesitate to deliver some feedback, because it is always hard to discover the glitches and think of everything. A glitch that already has been reported to me were some pathing issues around the chemistry factory. As you already might have noticed, there are huge cranes in the chemistry factory for aesthetic reasons.

Current status:

Image

As you can see, these cranes, which are crushable objects, are like 50 meters above the street. Due to some strange reasons, their object properties get transposed to the ground, meaning that only crushing units can pass these streets. If one crushing unit passes there, the object will not be destroyed, which is extremely strange in my opinion. So this will remain through the whole game and you are only able to pass with crushing commanders and vehicles.

However, the map allows for large flanking routes, and this was intentional. So I want this flanking route to be open. Therefore, I replaced some objects to open the way up again.

Now it looks like this.

Image

Image

As you can see, there are no cranes covering the streets anymore. So now, flanking routes should be open. :)

I can't stress the point of criticism enough, because I cannot change things I have no knowledge of. As long as it lies in my hands, I will adjust things to make it more enjoyable - unless you criticize, that its snowy, I will not change that. :)

Kind regards

bountyhunter / TehMuffinman

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