Environmental protection and nature conservation is a huge global issue and raising awareness on it is a good cause, but this from a company that supposedly has no time to even ensure proper feedback for a map contest is rich.
Ty. |
Scale to 720. Most people don't have access to internet to even view a stream higher than that (you will lose a lot of viewers trust me, you can look at top streamers and 99% of the time they are at 720 @ 60) This is even harder when you have no settings to change as a viewer (which you most likely do not have), so they will always view source.
Downscale your resolution to 720 @ 30fps with 3k Bitrate and 3.5k buffer, make sure to enable CBR padding as well.
If you encode off your GPU (and its older) you will also potentially have issues. If that is not the case and you are noticing a slower reaction to simple inputs while streaming, it is your CPU being old.
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Hi everyone,
We've been dealing with a few issues, and recognize that there have been some problems with the contest thus far.
However, we really appreciate the efforts of the community and want to see this contest be as successful as possible. Please bear with us while we see what we can do moving forward.
Regarding Whiteflash's post, I've reached out to him directly to discuss the issue. Originally, his map was excluded for non-submission by the 2nd deadline, not for a lack of quality.
It seems there was either misunderstanding or miscommunication around this deadline.
In light of his work over the years, and the overall reception for this map, we will re-enter the map and have our Relic map judge assess it tomorrow.
I hope this clears up this specific issue, and I'd like to thank everyone for their passion and involvement in this project.
Two other maps need to be reeneted, stalingrad station and counter attack, both have had the same issues
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At what point does a Triple A developer fuck up the contest this badly? I entirely agree with WhiteFlash. I am trying to salvage this UTTER MESS while dealing with complete idiots from the community that still think it is okay to make snide remarks about the only person (me) that stuck up for all the maps publicly and like to think they know what the hell is going on when they don't have even the slightest clue, despite being told several times, as they choose to live in wonderland.
On top of that this is an official Relic contest, I merely helped setup the rules and they added the community judging which was to sate the abattoir of screaming, retarded children that is the large part of the community. And in a way I agree with their choice "give them an option to vote, so you can point the finger back at them", but at the end of the day... we didn't even get half the submissions we did for the 1v1 contest and the majority of these maps are from the same author multiple times, just goes to show you what happens when people with no way of communicating outside of "its shit" or "its good" get at the end of the day. Add in the targeted harassment that still persist TO THIS DAY and really wonder why this is such a shit show, and I'm sure I'll have to explain again why things were dont certain ways and why, at the end of it each time, its Relic fucking up.
Just like now. When Kyle left for 2 weeks I get one message saying "hey I'm leaving" and then nothing, no follow up contact info, or anything, and then we miss an entire period of judging (on top of it not even being setup), we don't have the supply event, and maps that ARE CLEARLY BETTER THAN SOME OF THE ONES THAT MADE IT THROUGH, got cut, because the people at Relic can't even communicate with each other let alone this community. And that means people didn't submit updated versions of their maps (cause no one new what the hell was going on) so they were just auto removed.
Hell, no one ever even got the confirmations we were promised.
Now remember, these same idiots will be making AoE 4. Just sit and think about that. This is an official RELIC contest, and this is how it is being run.
There are 3 maps that shouldn't have been cut (and wouldn't have been) if this shit show was being run by the community. The anonminty couldve been handled and was a big fucking issue with everyone and wouldn't have been an issue if this community wasn't constantly bitching about how the maps are shit when the majority of issues present are balance issues (from the words of the modders that make our patches mouth's and several top players).
All in all this will be the last train wreck from Relic and I'll be surprised (if the contest even finishes) if we have 3 patches left before complete abandonment.
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As far as I know you cant put markers into egroups anyway.
I have tried fx_attach, but I dont fully understand the functionality. I dont know how to reference an object with it, and I think that youre not even supposed to. Which is odd, because there is an option which states "effect stops when the marker gets removed", yet there doesent seem to be any way to actually remove markers ingame.
Just remember that half of the things in this version of the WB don't work similar to vcoh. |
So maybe better have a look into the new maps. You have power and influence to change that right now!
Mapcontest
But if you don't care, don't blame in the future about the new 2vs2 maps.
This |
Alright, I managed to link two objects together, so if one gets destroyed, the other one will too (either that, or despawn).
Now I will have to find a way to do the same with an actionmarker. Unfortunately, I cant seem to find any scar functions that deal with action markers
Never tried to have action markers or fx markers in an egroup, not sure what it would even do tbh.
You most likely have to connect them via the drop down. Instead of FX_orphan you would use something else, probably inherit? |
Hey,
does anybody know if there is some way to "link" map fx (created via action markers) to objects, so that when the object gets destroyed/disappears the linked fx disappears too?
Is it maybe even possible to do the same with two objects? (lets say a regular object, that can get destroyed, linked with a sight blocker)
The reason Im asking this is, that im looking to create tank wrecks on my map, that behave like unit wrecks, i.e. create smoke and block LoS.
The tank wrecks you are using are incorrect for competitive play and shouldn't even be used, if this isn't the goal in mind then there is no way to remove them and still maintain an fx that disappears after the wreck itself it destroyed.
All wrecks should start with the "map object" in the entity title or they will all be salvageable leading to imbalance due to only certain factions being able to use them and providing a resource advantage due to it.
Linking FX to an object is a huge pain, and as far as I can remember it is completely bugged outside of scar editing, which requires code and a separate file in your map folder that (as far as I know) nobody knows how to use properly. |
This is super exciting! Are there usually any live streams associated with this? Hearing pigsoup or Tric or others associated w/ this talking on Twitch would be super cool! (Or even a YouTube video).
Keep up the good work everyone!
Yes there was, and will be when the 2nd iteration goes live. Myself and VonIvan played the entire thing on stream, will continue along with it when the next submissions set goes live.
I also have plans for what you mentioned, but due to personal life, I was unable to make videos this time around. Will make some with the 2nd phase.
Thanks for the excitement and don't forget to playtest and leave feedback here:
https://www.coh2.org/forum/123/map-contest-2017
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Thread: Poltawa23 Aug 2017, 00:37 AM
Outside the hay stacks giving site, the map plays pretty well.
However the spacing near the buildings needs opened up where there are hedges blocking site (in a few cases) this is because vehicles on tracks will have to stop and turn because the pathing is a little tight (this is negated if they have heavy crush)
The ditch in the south east also needs to be made more clear that it blocks pathing to mimic the height elevation on the west side.
The height elevation wasn't used, so i wouldn't worry about it being anything crazy that impacts games, and it also provides a nice flanking route if they other team is entrenched there.
The other thing is that there is one single cutoff, this could potential lead to very early aggression centered entirely around the cutoffs and leading to the game being over very fast if it is successfully camped by the opposing team.
So far I've really enjoyed the map. |