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报告翻译问题






To enable the different team colors in game you have to go to game options and click the "show play colors". Just updated the old map "refinery". This map is now also stamped so that the black borders in game around the map are gone.
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=333857863&searchtext=
I'll think about it, in the mean time you can already try out this winter version with a popcap of 200.
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=229627732
I didn't check this map yet. Yellow boxes mean that relic removed trees, mobile radars, supply centers and other stuff that was used with previous worldbuilder and are now missing.
About still passable destroyed bridges .. its a relic bug. Such a bridge just needs one more shot. From a mortar, a tank, a flamer or whatever. One more shot is needed and its destroyed for real :)
But very funny map with neutral defense builings! :)
- Increased popcap a bit to 130 for a 4v4 game, 173 for a 3v3 game and 260 for a 2v2 game
-Atmosfere is little dark, can you make it more summer?
-Centrl chock point with too much mud, difficult to build defenses there(german only) and so many abandon bunkers.
-Player position numbers are meshed.
Anyways like I said, well done map and really interesting pop cap system.
Keep good work!
Thanks to my friend --=REAPER=-- who wrote the script the map gets now a dynamic popcap and resource system. The smallest team gets a bonus and the popcap changes
depending on the amount of players in the game
In a 4v4 game each player has a popcap of 125
In a 3v3 game each player has a popcap of 167
In a 2v2 game each player has a popcap of 250
Few minor changes
The Axis player can always build bunkers so for them this isn't an issue. Also trying to make the pantherturm and mortar bunker to work. Can't promise anything on that tough.
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=206985633
Great version of this map Wolfie88 I like it.
If you like this map give it a try to my map "Standstill" http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=205492546
It is like another version of Vire. I hope you enjoy it and I would love feedback.
Played the updated map last night. Great changes. The map feels much more broken-up with the trees and other clutter. The shoreline is much smoother, as well. One thing that another player and I discussed after a round was the limited amount of yellow cover that troops have. The map is huge and some areas are pretty wide open. The trenches are a good touch - some of them seem placed in strange locations though. Normally you would see a trench to break up the edge of a wide-open space. Some other ideas to break up spaces: walls, fences, tall grass, etc. Keep up the hard work!
What I would like to implement is mud areas around the base like in the recent Relics hill map. It hinders tankrushes into bases enormously. Thats just my gameplay. Rushing into opponents bases with a tankforce. To my surprise when I first played the muddy hill map... my tankforce got slowed down .. to a crawl.. and were destroyed by the defenders in no time.
Mud is something I have to implement. I am going to look how its done. I don't know yet how. But I'll learn.
Thanks for offering help if needed.