(6p) Estia Province

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Indrid
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Re: (6p) Estia Province

Postby Indrid » Fri 16 Aug, 2013 8:41 pm

Map has been updated. Natural VPs moved to the north-south road and natural powers to the east. The east becomes a "resource" lane, where the player can dip into centre VP pushes kinda like Argus Desert Gate. Some more shot-blockers here and there to help melee armies in mid/east, and other misc changes (more cover here and there, bases pushed up slightly). Change log in initial post.
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Re: (6p) Estia Province

Postby MaxPower » Sat 17 Aug, 2013 12:20 am

Helios wrote:I think the map's aesthetics and layout are very nice. The raised natural VP's are a nice touch. I mean, honestly, there's only so many ways you can place 3 distinct points in a symmetrical fashion fair to both sides. It will basically come down to the layout and locations of the rest of the captureable points.

The one thing I don't like though is there is a lot of useless space. If it could be shrunk horizontally (I forget which end is north... when I say horizontally I mean from one team's side to the other) that would be nice. Let's say you're in the bottom lane with the single VP. Getting to that first requisition and power node seems to be miles away, relatively speaking. Then there's the large open spaces in that same lane off to the side of the player with not much except a garrisonable building. Could probably streamline the map a little and edge that stuff out. Also the giant road ways make sense given that IG would need to move lot of armor and vehicles, but perhaps some sandbags here and there would work well to make it look a tiny bit less barren? Kinda like how you see the occasional cover on Angel Gate. But that I don't have an issue with really. If you were going for a map with an "untouched" look that wasn't expecting a battle it makes sense for it all to be clear.


I might ask, why are there bunkers then? :P
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Re: (6p) Estia Province

Postby Helios » Sat 17 Aug, 2013 3:48 am

MaxPower wrote:
Helios wrote:I think the map's aesthetics and layout are very nice. The raised natural VP's are a nice touch. I mean, honestly, there's only so many ways you can place 3 distinct points in a symmetrical fashion fair to both sides. It will basically come down to the layout and locations of the rest of the captureable points.

The one thing I don't like though is there is a lot of useless space. If it could be shrunk horizontally (I forget which end is north... when I say horizontally I mean from one team's side to the other) that would be nice. Let's say you're in the bottom lane with the single VP. Getting to that first requisition and power node seems to be miles away, relatively speaking. Then there's the large open spaces in that same lane off to the side of the player with not much except a garrisonable building. Could probably streamline the map a little and edge that stuff out. Also the giant road ways make sense given that IG would need to move lot of armor and vehicles, but perhaps some sandbags here and there would work well to make it look a tiny bit less barren? Kinda like how you see the occasional cover on Angel Gate. But that I don't have an issue with really. If you were going for a map with an "untouched" look that wasn't expecting a battle it makes sense for it all to be clear.


I might ask, why are there bunkers then? :P

Why are there bunkers in a map not expecting a fight you mean? *shrug* I think that's for Indrid to answer. I guess making every garrisonable structure a civilian building would be repetitive. Besides it's WH40K after all. Something about "there is only war" or what have you. Would be pretty silly for the Imperium not to set up defenses in advance, even if they don't see any action.
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Re: (6p) Estia Province

Postby MaxPower » Sat 17 Aug, 2013 10:05 am

Helios wrote:Why are there bunkers in a map not expecting a fight you mean? *shrug* I think that's for Ingrid to answer. I guess making every garrisonable structure a civilian building would be repetitive. Besides it's WH40K after all. Something about "there is only war" or what have you. Would be pretty silly for the Imperium not to set up defenses in advance, even if they don't see any action.


Yeah maybe true, but in the middle of a park, that i doubt., anyways good map none the less.
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Re: (6p) Estia Province

Postby Indrid » Sat 17 Aug, 2013 12:10 pm

They were pre-fabricated and dropped in by Thunderhawk, AKA use your imagination... AKA who caaaaares.
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Re: (6p) Estia Province

Postby Castle » Thu 22 Aug, 2013 3:48 am

Wanting to be sure to help after I noticed a couple things. These might have been posted already?

CSM auto-firing at tree. No idea what could cause this, though it is a selectable/target-able piece of enviro I guess. Have only seen this once. See image below. Looking closely you can see 2 of the 3 CSM firing at dat tree while the 3rd caps the VP; tree has small bullet impact (not caught in screenie that well). This squad was entirely alone, but I had clicked on the tree earlier by accident, then moved them and then on the VP...they continued to fire at the thing the whole time. Is this just a freak incident?

http://cloud-3.steampowered.com/ugc/630789130573293155/23B790F8F53CE7AA5A5F98CC050E954251E0C267/

When revived by Apo global ability I nearly go stuck behind ma base, as happens in Hydris. This was as CL. I did manage to get back around to the front, so maybe you accounted for this?

There was one more thing....but I cannot recall. Will post when I remember!
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Re: (6p) Estia Province

Postby Indrid » Thu 22 Aug, 2013 2:48 pm

The east and west bases have been pushed up in 1.4 so hopefully that will prevent comms getting stuck. I sure hope they don't, as that is very annoying. I will do some testing now and fix if there's an issue.

No idea what was going on with the tree.
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Re: (6p) Estia Province

Postby Indrid » Thu 22 Aug, 2013 7:23 pm

Just labbed it and couldn't reproduce getting stuck behind a base from Larraman's, so hopefully 1.4 has fixed any issues there.

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