
Profile of IronMedic
Post History of IronMedic
Thread: (2 - 4) Baptist at Seelow11 Feb 2014, 09:36 AM
Tweaked the minimaps on both versions. In: Map Sharing |
Thread: (4 - 6) Bog-land Highway9 Feb 2014, 01:43 AM
I like the concept of a circular map. I like the way you add color to otherwise monotonic tactical map. I like the "mechanized infantry warfare" concept. It's good to bring out scripting capabilities to the public and to be brave to try out new things. The whole idea is/was to get a very different type of map out there and see if people liked it. ![]() In: Map Sharing |
Thread: (4 - 6) Bog-land Highway8 Feb 2014, 14:51 PM
What kind of modding stuff does this map have? Pop cap set to 115 and a slightly altered "infantry only mode" which allows Infantry, light vehicles and rocket artillery. In: Map Sharing |
Thread: (4 - 6) Bog-land Highway8 Feb 2014, 13:50 PM
Mechanized infantry warfare. This otherwise unimportant network of roads and bridges through the thick marshes of the Soviet union turned into a risky Highway for transporting fuel, munition, hardware and manpower through the heart of the Sovjet union. This maze like network of roads offers a fast and safe route through the marsh. But neither side seems willing to risk losing ther heavier equipment in the bog while fighting for control over the Bog-Land Highway. Gamemode: Mechanized infantry warfare. Popcap: 115. This map was mostly made as a experimental concept, and is nowhere near finished, to try out the mud tech and some of the basic modding scripts by Janne252. The whole idea is to get a very different type of map out there and see if people liked it. and yes it's a circular map, such heresy! i know xD In: Map Sharing |
Thread: What maps do you veto as Ostheer?8 Feb 2014, 13:29 PM
I only veto maps I've played to many times on recently. |
Thread: How to: Infantry Only Mode in a Custom Map1 Feb 2014, 19:16 PM
true, but do you know if its possible whit scarr/lua? In: Guides |
Thread: How to: Infantry Only Mode in a Custom Map1 Feb 2014, 18:25 PM
just though of it, some of the commanders get left whit very little if you remove all doctrinal vehicles, like Mechanized Assault Doctrine only get assgrens and light artillery barrage, so would it not be possible to swap the "powers" for a more suitable power? In: Guides |
Thread: Custom Maps contest on the horizon31 Jan 2014, 23:55 PM
tbh what i ment by multiple categories was like 3 categories whit 1-3 winners in each for the main "map sizes" (2 - 4), (4 - 6) and (6 - 8) |
Thread: How to: Infantry Only Mode in a Custom Map31 Jan 2014, 09:24 AM
The commander call-in for the stug_short_barrel does still work in both yours and mine code, and i also realised that you did forget "armor_commander" and tried to disable it in the same way you did for the other call-ins and i just like the stug_short_barrel does still work even though it's supposed to be disabled. In: Guides |
Thread: Moving under bridges...?30 Jan 2014, 21:21 PM
The thing is that coh2, just like most rts-games, is a 3D simulation of a 2D game, might sound wired but it's true. ![]() |
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