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> Tuchola Forest Beta #3 Feedback, Wed May 3rd
Amanda Hugginkiss
post 06/08/06 9:34pm
Post #46


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All will be revealed if/when I get approved to be a [Reg]...


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This post has been edited by Amanda Hugginkiss: 06/08/06 9:35pm


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HarryCaray
post 06/08/06 10:46pm
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Let's break it down.

Amanda Hugginkiss (A-Man-To-Hug-And-Kiss)

Either it's a women looking for A-Man-To-Hug-And-Kiss
Or a Man looking for A-Man-To-Hug-And-Kiss (If so consult Lipton)

Also it can be a Man that is both Huggable and Kissable

After the test with beakers and stem cell experiments I have concluded it's a man.

Now let's go have some Hot Dicken Cyder.


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)--S@B0T-->
post 06/09/06 8:16am
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QUOTE(Amanda Hugginkiss @ 06/08/06 9:34pm) *
All will be revealed if/when I get approved to be a [Reg]...


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Actually, a good, solid, informative introduction is part of the induction process on the road to becoming a {MOB}[Regs].

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Amanda Hugginkiss
post 06/13/06 4:52pm
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QUOTE()--S@B0T--> @ 06/09/06 8:16am) *

QUOTE(Amanda Hugginkiss @ 06/08/06 9:34pm) *
All will be revealed if/when I get approved to be a [Reg]...


biggrin.gif biggrin.gif biggrin.gif


Actually, a good, solid, informative introduction is part of the induction process on the road to becoming a {MOB}[Regs].



Ah...I sent that to the "recruitment" e-mail.

OK, here goes...I have been playing CoD since it came out and MOHAA before that. I was in an English Clan for a short time ( The [V2] Clan for MOHAA), but couldn't really devote too much time because of my family and what not. I'm an old fart (42) and yes, I'm a guy...I HAD anoother moniker for a while, but I was told to change it a while ago on a different server (don't worry, it wasn't hateful or racist).

I've been playing on the MOB servers for a VERY long time, and was prettty proficient at the Bar.b server during the first Beta edition (I could blast the crap out oof tthe bases from the PAK guns...LOL).

I don't have enough time in my life to devote as a full time member, but I'd like to be able to get on the servers whenever I have a free moment. I alsso don't mind policing the servers when I can to get rid of all the asshats wwho "talk smart" and ruin the games for alll of us...we don't need a bunch of punks ruining our games.

I'm not a "gun nut", but I AM a WW2 re-enactor and DO have a few WW2 uniforms (US and Russian), a Garand, Mosin-Nagant Rifle and a Victory Revolver and my re-enacting unit has a Sherman tank...

Here's our website:

www.30thhrs.org

How's that??

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This post has been edited by Amanda Hugginkiss: 06/13/06 4:53pm


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post 06/13/06 7:46pm
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Quite nice actually. Nice to meet you, and welcome!

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logik
post 06/19/06 9:36am
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so not to jack this thread or anything... but is there a tuchola 4 or final coming?


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Zanaduz
post 06/22/06 1:12pm
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QUOTE(logik @ 06/19/06 7:36am) *
so not to jack this thread or anything... but is there a tuchola 4 or final coming?

Yes logik, Bob did say he was going to release a B4 sometime soonish. However, he says that mostly it's just gonna be some cosmetic changes, nothing major to the gameplay.


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Osborn F. Enready
post 06/23/06 5:14pm
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I don't know if this is the correct thread to post this, but I think so.



Scrapyard Bob, you have done a superb job on the Tuchola Forest map. Excellent attention to detail, and provision for a wide variety of tactics from infantry to vehicles.

I have only experienced two problems in over 50 plays of the map, and that is falling through the map near the trench by German bunker 2 in any vehicle.

Speaking of vehicles, the tanks are fantastic, as is the playability. Nice addition of the Half-Tracks, and the period accurate tanks.



Great use of space, excellent layout, and overall a DAMN FINE JOB!

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Are there any other maps of this caliber being designed?

Are there any mods being done to small arms, for reality purposes?



Long time fan, first time poster.

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ScrapyardBob
post 07/05/06 8:36pm
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Amanda - you've probably got a hunkmegs issue. It's one of the downsides of a map as large and complex as Tuchola... I'm pushing CoD:UO to the absolute breaking point of what it's capable of. (If I knew then what I know now, I'd have made it about 25% smaller.)

Interesting that you fall through the map near G2. The usual culprit is road sections that I haven't replaced yet. Other terrain has been good. But if it involves the trench to the south of G2, that is being replaced in the final version.

Also... the tanks aren't accurate for 1945 (oops!). As a few other people have pointed out. The AHz vehicle pack is early-war vehicles (except for the JAGD which is Dec 1944). Rather then get folks talking about how the JAGD wasn't in the early part of the war (I could've placed this map in western Russian in the early war), I went the other way and based the timeline on when the JAGD would've been in the field (early 1945).

Most of the remaining changes are cosmetic. Moving bushes around, finishing treelines that weren't done yet, replacing problem spots. I've gotten about 1 hour done tonight and have about 99 hours left of work.


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Silver
post 07/05/06 9:25pm
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BOB!!!
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Rommel
post 07/06/06 2:16am
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QUOTE(ScrapyardBob @ 07/05/06 8:36pm) *
Amanda - you've probably got a hunkmegs issue. It's one of the downsides of a map as large and complex as Tuchola... I'm pushing CoD:UO to the absolute breaking point of what it's capable of. (If I knew then what I know now, I'd have made it about 25% smaller.)

Interesting that you fall through the map near G2. The usual culprit is road sections that I haven't replaced yet. Other terrain has been good. But if it involves the trench to the south of G2, that is being replaced in the final version.

Also... the tanks aren't accurate for 1945 (oops!). As a few other people have pointed out. The AHz vehicle pack is early-war vehicles (except for the JAGD which is Dec 1944). Rather then get folks talking about how the JAGD wasn't in the early part of the war (I could've placed this map in western Russian in the early war), I went the other way and based the timeline on when the JAGD would've been in the field (early 1945).

Most of the remaining changes are cosmetic. Moving bushes around, finishing treelines that weren't done yet, replacing problem spots. I've gotten about 1 hour done tonight and have about 99 hours left of work.


U have done a good work with this map BOB. Thank u

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jeffreyloaf
post 08/20/06 10:55am
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It's been awhile; time for feedback.

Does anybody else feel that the map is dying? Yes I know from reading the boards that summer is a slow time.

My experience is that very few people want to be german. I; hardly ever; unless there are some good players on the team. And that goes for a lot of MOB members also. But not all!!

Due to map design the russians can pop up right on top of the german spawn.
So many times the german spawn killing gets so bad and lasts a long time and repeats quickly that a lot of people leave the game. The russians don't have this problem.

How to fix. To the left of russian spawn on hill in corner put up a wall or trees or three burning tanks that a good tank and infantry can do some do some camping and spawn killing from. To the right of spawn the same thing. I don't want to turn this into a spawn killing festival. But even it out some.

If you look from russian three to the mortar position there is low wall on left. It needs to be a lot longer and a thin line or scattering of trees and rocks also. So tanks and jeeps can make it around russian three.

In the south forest in the river between the downed glider and the bridge could the german side be made like a cliff or a wall for 'most' of the length and force most of the traffic to cross the bridge. The germans need help here.

Anybody else have any ideas?

Loaf


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HarryCaray
post 08/20/06 11:03am
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The way I see it is this. German spawn is sooo easy to defend. It's hard for Russians to get in unless no one's there. Russian spawn is soo wide open and is very easy to get in even when it's full of people. It mostly depends on the teams. If German is filled with noobs, expect to be spawn killed. If Russian is filled with noobs, expect a fast game. From the Russian spawn its a long way to R1, R2 is easily defend by Axis, as is R3.


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Silver
post 09/12/06 12:33pm
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Having trouble getting TF to run with AWE and Mod weapons. Bob if you read this can you drop me a line?

send me a PM... thx
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Druid
post 09/12/06 1:29pm
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I wouldn't hold your breath.
1) It will most likey take a rework of Mike's mod, same as it did for another clan wanting to use their version the AWE mod.
2) Don't expect a quick response as he hasn't been on the server or forum in over a month, gaming had to take a backseat to real life for a while.


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Yet, you're going to censor my signature because it's inappropriate and might hurt his little feelings???
Sorry. don't think so

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