RadicalEdward2

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About RadicalEdward2

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  • Birthday 04/15/1993

Faction & Soldier

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  1. RadicalEdward2

    Ways to Fix Town Assault (images and notes included)

    I touched on that I think. They didn't "fire" the head level designer. He left and I know where he went but, not sure to what liberty I'm allowed to say where but, lets just say he has more creative freedom and worked on a certain big and successful game where a bald guy in a suit is hired to assassinate people As for the one that took his place after he left, Reto DropTable was presumably laid off when budget cuts had to be made back in 2019/2020 and then the pandemic left the devs in a rather precarious position. As for why I bother, because while you are new to this thread, I/we have been at it for so long that it only seems fitting to continue to post while this era of Reto comes to its end. All the answers they need to fix the game's maps can be found throughout this subforum and yet like...2% of it has actually been applied to fix the game and improve quality of life. On a lighter note, I've familiarized myself with the H&G maps so much that I made a Town inspired map for the Star Wars: Empire at War Absolute Chaos mod and can be played in the current build of the mod now
  2. RadicalEdward2

    Ways to Fix Town Assault (images and notes included)

    Now that I think about it...did they add any rocks to Town? I think the addition of rocks to the forest brush was just applied to Mountain/Russian themed maps like Mountain Town, Sawmill, Depot, Factory, and the two Russian maps. Town falls into the French themed maps which I think only apply rocks to the river/water areas of the map like Village and Forward Airfield's river and Colmar's shallow riverbed (which still hasn't been completely fixed to not require swimming).
  3. RadicalEdward2

    Ways to Fix Town Assault (images and notes included)

    Understandable. We're all burnt out to some degree. I think the old FW is one of the maps I had the least experience with. I remember when there wasn't a forest behind the church and the trees weren't that dense but, I dunno. I thought it improved a bit since then. True but, I'd like the think that there's some chance for them try learning the editor but, with what's left, only time with tell.
  4. RadicalEdward2

    Ways to Fix Town Assault (images and notes included)

    Yeah the progression was far better when C4 was after the river because it allowed a more consistent area to fight it without too much travel time. Nowadays, the bridge isn't even a focal point of combat anymore because its just a matter of getting from one place to another with more camping before and after it while back before Garman, it was like a standoff with forces actively fighting on the bridge like a tug of war. Which tbh, was way better. When coming to the C-1 to C-3 design, the problem with Reto level design is whenever buildings are used, they're clustered too close together with nothing before or after them (similar to what I said about moving the bridge CPs). The clustering of buildings instead of consciously spacing them out with a narrative in-mind is what hurts not just Town but, every map (even Forward Airfield though its less noticeable there because more care was put into it which is why its a community favorite). Like...the enthusiasm I put into designing areas of the maps is what the devs should have instead of always worrying about stuff like optimization but, I won't blather about that stuff again since its old but still discussed news that I've rambled about plenty of times. I know my concepts at this point are too late but, its just their own faults and I doubt their doing anything to bounce back beyond rearranging seats on the Titanic with these silly incentive login things or following through with adding literally everything except fixing the maps because they don't have anyone that knows the software or have the patience to try learning it (note I didn't say a lack of time). The only reason they took away the mounted vehicle guns and sold them back to us (considering how dirt cheap the price was to get them back compared to the gold cost) was more than likely not something they did to annoy the community but, a mix/combination of two things: (1) the guns probably were something they wanted to be sold separately from the start but were afraid of backlash for going through with that idea since so many people had the armed cars already and (2) they're so tight on resources that they had to follow through with taking the guns away to sell them back to us purely because well...they need the money to stay afloat a little longer. But again, I and they digress. To be honest, even without a director at the helm, I think they can still function with just 12ish people. Didn't they start out with 12 anyway? If they just took the time to all collectively learn the terrain editor, they could stop all of this. I mean...now that the hype of new weapons and gimp masks has passed, everyone consistently with every Steam post update is just asking about maps now. They have my notes. They just need to look through them and which ones they feel like tackling first and I think I said this before but, at this point, I don't care if they use my ideas as long as they say that I helped to some degree.
  5. RadicalEdward2

    Ways to Fix Town Assault (images and notes included)

    B4 should have stayed after the river with B3 being right before it too. As for O1, I don't bother with it cause there's just so much going on with it that its honestly better how it was way back with those snazzy tall building but push the new obstructing ones onto the wall lining the river instead of having them on the street (or maybe I'm misremembering them being on the street). Also yeah the old garage vehicle spawn at O1 was okay. I don't think the bridge sandbags are too bad though. Maybe just remove some from the road sections and maybe add more elsewhere like on the actual battlefield before it. Also, what do you think about the changes I suggested cause C-1 to C-3 could definitely use the love.
  6. RadicalEdward2

    My map concepts

    I'm a whole year late to this post but, I love the maps. They look great! The one with the lake/pond is really cute. I'm all for that 😄
  7. RadicalEdward2

    E Line Town Attack

    Poppin in a whole year late to agree. Yes. E line is still a complete pain. I've been thinking of trying to draw up a rework for it (again) but maybe...I might try doing it before they nuke this place.
  8. RadicalEdward2

    Ways to Fix Town Assault (images and notes included)

    Surprise betches! Another randomly timed post! I've been MIA for quite some time (again) across all my threads and I heard talks that the communications for the community are being downgraded to just being limited to the Discord (which I almost never check anyway). So before things here get shuttered and things either become so difficult to post in-depth or worse, I thought I'd finally get around to posting yet another mockup I made for Town tackling C-line again but, in the parts that actually matter (or cause the most pain). This is a mock-up I made for C-1 to C-3 about 5 months ago but, never got around to posting. I made this mock-up back in January 2021 in hopes to maybe layout some coherent and simple (almost Forward Airfield update levels of simple) fixes that could be done presumably with the limited manpower available at Reto's disposal until they could get a new level designer in-house. It's nothing as extreme as my initial Town posts but, also not simple enough that it would be something to shrug off either. I'm going to try to outline these notes as clearly as I can so I hope you guys enjoy this ♥ First things first, there's so much wheat field on C-line that I'm convinced its part of the reason why getting anything done beyond leaving C-1 is impossible. Aside from the wheat being filler for open areas, it causes framerate drops whenever using scopes (not sure if that's still the same but, if it isn't the wheat needs to go anyway). In its place, I drew up an idea to add a stockyard with haystacks and crates similar to A-2 as well as a long stretch of road that connects the main C line road to that weird isolated back one that connects to the front of C-3. All along the new road, I added more tree lines that nod back to when C line used to have a tree line along the road that extended from C-1 to C-4 (with the only remnants of that being the ones in C-2 in the current build and the 3 within C-1). Nextdoor to C-2, I added a cabbage/lettuce patch (because even this many years later I want more than wheat dangit!), a one story house with the roof opening (the forest house from Village), and an outhouse like the one that use to be in Mountain Town's Depot O2. The property would extend the cobblestone fence on both sides of the C-2 but, NOT remove its corner; just add more cobblestone fence. The one beside the outhouse would divide the stockyard property from the previous mentioned one while also being lined with a dirt road that connects to the back entrance of C-2 (that barrel shed before the bush line starts). In the stockyard there should be an ammo crate since the next one accessible to attackers won't be until within C-2. The stockyard garage should also have that cute little office building attached to it as a foreman/inventory office thing. Beyond the road would be a crashed plane (the one crash plane model the game rarely uses) that would allude to new AA gun foxhole between C-2 and C-3 because there's actually only 2 AA turret placements on C line (C-1 and C-4) and none in the area that gets air assaulted the most (C-2 and around it). Going back to the cabbage patch house (before I get excited and work my way too much to the east), I added the old ruined building (the one with the vines) as a vantage point to counter C-2's defending/camping snipers (since the open field is gone). It could be used to directly return fire at C-2 or to pop the guy that might peep out of the 1-story house's destroyed roof. The tree line would also serve as a slight buffer to ensure the vantage point isn't too OP while also providing some cover so snipers in the ruins don't get popped the moment they peak at C-2 and to slightly nerf C-2's sniping vantage; greatly increasing the chance for functional and meaningful gunplay that isn't just dying in the CPs or while running to them. Below the ruined building, there should be a barn with a ramp (similar to the one at Forward Airfield's B-3) with facing towards the forest so the 2nd floor hay bale is facing towards the ruins. Below the barn would be house without the interior with the arched window. Along the southeast corner there should be a section of cobblestone fence with a health crate behind it cause I think the only accessible health between C-1 and C-2 is in the shed before the midway spawn (making it more-or-less useless unless you're pushing back the attackers to C-1) or in the open field near the haystacks before C-2 (in no man's land where no one can use it). Moving down the road following the tree line, I added a corner house (like the one in old C-4 at the end of the bridge or like in Mountain Town D-3) with a health crate outside and a shed with a hole in the roof aiming towards the attacker spawn. I think I forgot to add this addendum but, maybe include a rocket box on the second floor of the shed. Another cobblestone corner should line the corner house to better distinguish the area before the intersection as part of the property. The tree in the corner was intentional; don't forget it. There's also two trees connecting the roadside tree line to the bush line behind the house which brings us to the next addition. I added more bush lines/bocages along that isolated road to make it easier for C-1 attackers to leave their spawn without being camped (nearly as badly as they always are). The bocages would add purpose to the pointless further out southeast ones by making them look less out of place while also transitioning into backyards and the new residential properties. Don't add that Ammo, Medkit, Rocket thing. That's just the legend lol Up the road, I furnished the area around the C-2/3 attacker spawn shed by adding cozy little tavern/inn area with a dirt courtyard and a well in the center (since the well asset is underutilized and makes the lot look more fleshed out). The tavern/inn area should have these buildings in clockwise order: the restaurant with the hole in the second floor facing towards C-3, the large inn that I love so much with the overhanging little rooms from Forward Airfield, and a large garage (the one with the stairs in the back). Theses buildings would not only flesh out the area between C-2 and C-3 but also give the attacker spawn before C-3 a buffer from campers and provide a vantage point to fire back at C-3 defenders (since there's no real way to counter defending forces until you're in C-3 especially since the forest area behind it is useless to attackers unless its being flanked by B line). Also, there's a cobblestone fence around the perimeter of the inn/tavern so attackers would still need to drive around them if they don't use the road (as a slight buffer for arrival time for armor and other vehicles advancing on C-3 from that spawns direction. There also should be a truck spawn in the garage so players would have more accessible forms of transportation before C-3 since the last truck spawn was is in the C-2 shed (next to barrel shed). Behind the tavern area and the cobblestone wall, you probably noticed that I kept that area grassy and didn't add anything within the perimeter of the bush lines, that's because I wanted to imply that it might have at one point been farmland but, was abandoned after the property stopped being used as a farm. Maybe add one tree in that grassy area just to make it look less open but, beyond that, I intentionally left it devoid of anything to imply that while it isn't used for wheat anything, it could in the in-game future by the games imaginary in-game civilians As for why I added that little building area beyond the gameplay reasons, I wanted the area to narratively look like there was more life outside of the town itself. There's so much empty space with pointless roads to nowhere, the inclusion of a little tavern lodging location would give more of an immersion reason for why the heck anyone would have homes so far outside of the town limits. I mean... aside from the restaurant at D-3, there isn't really any actual infrastructure beyond the inner Town area and the 4s (the A-4, C-4, D-4, etc). Behind the shed, there would be a barn like the one in Sawmill's O2 (not the conveyor belt one, the one with the ladder and the weird dividing wall). The loft window of the barn should be facing towards C-2 so defenders from C-3 can snipe attackers in C-2 but, also so attackers sly enough could sneak into the barn through the backroad and actually surprise C-2. In the image, I have the barn window facing towards the shed spawn but, I like this idea I literally came up with right now more than what I initially had through of (having the window facing towards spawn so the big doors were facing towards the inn). As for why the emphasis on barns? Because again despite all the farmland on the map, there isn't a single barn anywhere on the map; just sheds. Beyond the barn, we return to the previously mentioned AA foxhole. The foxhole is surrounded by bocages to offer protection for players using it but also to connect the forested area after C-2 to C-2 itself while also making the bocage arrangement look more organized and compartmentalized with little yards/farm plots within them which brings me to another thing I forgot to mention early that would technically also apply to something else that would apply now lol I kept TWO tiny patches of wheat as private farms surrounded by bocage rather than having the entire field covered in wheat for not just organization but, also optimization. These smaller wheat plots look like someone actually can manage them living in those areas and offer places for players to coordinate and maybe even park APCs when aircraft aren't a big issue. The AA foxhole nextdoor to C-3 is associated with it but, also serves as a means of countering aircraft on C line since it has literally no protection beyond the start and end points of the assault line(s). If it was part of some internal level design philosophy that AAs should only be at objective points, that philosophy needs to go because this new layout would actually not only be more fun to play but also offer something different for pilots to interact with. Forward Airfield is a perfect example of how more (but thought out) AA placements can make the game more interesting. Which reminds me, the forest CP on Village still doesn't have an AA gun. If one is added there then paratroopers can be added back onto that skirmish map and make them worth spending on (instead of cutting them from skirmish entirely and decreasing their sale worth). But I digress...anywho, remove the wheat from the haystack area by C-3 because its still too much wheat and looks awkward. On top of that I added more bush lines/bocages along that isolated road to make it easier of C-1 attackers to leave their spawn without being camped (nearly as badly as they always are). The bocages would add purpose to the pointless further out southeast ones by making them look less out of place while also transitioning into backyards and a few new residential properties. This is the section I worked on last cause I think at the time of when I was drawing and planning this out, I was a few hours into this (like 4 or 6 hours in) but, yeah, that wheat field that's circled can go. It just takes up space. Instead, add a tree line that goes from the intersection connecting to C-1 and C-2 all the way down to C-1 attacker spawn forest and even have the tree line continue onto the opposite side of the road to not the bocage I add but all the way to where the existing bocage/bush line starts (the useless one in the southeast). At the time of the post, I put that I would probably come back to add more later because I had sent this to someone still working for Reto (they still do) on Discord but, when I received yet again the same old canned response that "Right now we are not working on the maps, other than some small bug fixes." But they hoped to do more map stuff in the future but that was back in January 2021 and I haven't seen anything hinting that anything is cooking up behind the scenes to blow my level design obsessing socks off. Which is why I took so long to post this. Plus the thought of it collecting dust while everyone else assuming the worst in my absence in the community was beginning to take a toll on me mentally while I tried to direct my own attention to other projects. And with the news of the forum supposedly being shut down at some point to "improve communications" via Discord, I thought I'd get what might be my last big map concept fix post out so you guys could enjoy another read through some of my fun wishful thinking for a version of H&G that would have been more fun for everyone to play. I'd like to think there's an alternate timeline or parallel universe where I got to see all these changes implemented and maybe even a version of the game where everyone was still there and working on it and actively looking for ways to improve it with the hopefulness and optimism I saw when I met the devs back in 2017. Who knows...maybe they'll eventually get to work on implementing more stuff I suggested like before RedBjarne stepped down, heck, maybe they'll even look at this post (at the VERY least...not considering any of it but at least looking at it). All I know is they've reached a point where the only thing people want are map updates (just like I predicted) in the most recent Steam post so...only time will tell. I would be more than welcome to discuss these concepts I outlined above with anyone still checking out my posts but, if there isn't another time because of Reto's decision to downscale communications, I want to let you all know, all of you that checked out my posts back in 2015 to now (a whole half decade...wow) that I love all of you and I'm glad I got a chance to share my thoughts with this community as a creative outlet and I couldn't be more grateful. I have a Twitch and Discord if you guys wanna check it out or keep in touch with me in my post signatures since I'm rarely on the H&G discord since its far less organized than the forum.
  9. RadicalEdward2

    Easter eggs on maps?

    yeah Lunevilles the Crossroad tank map, right? If so, yeah that one
  10. RadicalEdward2

    Easter eggs on maps?

    I didn't realize until after the fact that this was an old post lol
  11. RadicalEdward2

    Easter eggs on maps?

    There used to be teddy bears in the barracks on Airfield. Not sure if those are still there cause I haven't played in a while. Also, the paintings/framed pictures in some of the buildings in the game are actually old screenshots of the game from Alpha/Beta. The map spread seen on tables sometimes are actually outdated cause their old Beta versions of the maps their featured on. On the map Crossroads or whatever the tank map is called, one of the deploy zones featured a large unique building from a cut tutorial game mode from the Beta build called First Blood. I'm an easter egg on Factory. Behind the objective, there's a platform/foundation with a bunch of crates and piping on it and iron girders sticking out of it. Its a reference to a building concept I posted ages ago that the former level designer, Reto.Desji, included as a nod to the fact that I never finished it or sent him the final design of. In fact, the reason why there's the warehouse and tree planters (as a smoking break area) and the walled perimeter (albeit not finished) was my idea. Fun fact: on one of the days leading up to the release of the major Factory update, I actually caught him playing the prototype and got to play two matches with him. He was in the office after hours cause he wanted to see what issues would pop up with the map while the prototype was still active. The Airfield control tower is based on this miniature control tower model that you can probably find in a hobby shop if you look hard enough. The only difference is that its missing the radio control room at the top and one room in the back left (next to the crate) was removed to make room for the stairwell leading to the upper floor and the bottom floor was pushed inward to add a catwalk look less awkward. There used to be a completely different model for the control toward but, I think any reference of it is considered lost media cause I can't find any pictures or footage of it. Mountain Town's A-2 has a trench in front of it because the river originally was alongside it (with A-3 being opposite side of the river). The trench exists as a "fix" for a problem they replaced with a new one. The siren/speaker things around Airfield and Town used to play German propaganda but, now play the old H&G theme to comply with EU laws about representation of "you know who". There "used to be" camp sites around the map Hill complete with campfire pits and cooking equipment but, they were removed during the update to the Garman build of the game (the game's updates used to be named after figures in WW2). Again, I don't have any screenshots of it because I didn't think I would need to. For one or two builds, Factory had a "destructible" bush that would become a prop with physics. It has super weird collision and rendering for the leaves on it. Because of the weird physics, players would hide behind it and push it from capture point to capture point like a mobile equivalent Halo 3's bubble shield. It was later removed and probably served as a test for how the destruction physics would work for the bocage/hedges on Crossroads. Hill was originally going to have a windmill but, it was cut before the Garman update but the trail leading to its location can still be found if you look hard enough. This is more speculative but, Village (its not a village) might have inspired by the Van Gogh painting, Wheat Fields at Auvers with White House (1890) This parallels with the view of the "Chateau" CP when viewed from the opposite CP The notable details are the elevation of the wheat field, house, the tree in front of it, the shed/barn to the left, and the white and teal wall which is very distinct. The rolling hills behind (in front of the chateau) are noticeable depending on the angle you look at it from in-game. Its a very specific reference but, being an art major, its something I kind of just notice from art history courses. Also, here's that poster you mentioned:
  12. RadicalEdward2

    Why is there no UK side

    Big brain + Big PP play, merge the SU with the US and make them count not fight each other and instead just fight German so the SU can still get SU victories but, also not count as having fewer players and just call the US/SU, Allied instead. Or alternative MEGA PP play, pull and Command & Conquer Red Alert if the alliance mechanic is figured out and every few wars make it US/GE against SU.
  13. RadicalEdward2

    Why is there no UK side

    I mean right now, its more geared towards money to keep afloat (I'm assuming) since there's no one at the helm to work in any department beyond the ones for cosmetics; basically what they already had (sans a level designer). However, I'm going to stick by my guns now more than ever, if they listened to me sooner about focusing on maps, they would have been able to earn more good will from consumers to be able to make more than just cosmetics. Since they squandered the ability to make maps and even the ability to fix existing maps, they're locked soft-locked into cosmetics and new equipment development only which tbh is a pretty rough spot cause (again like I said for the past how many years now) without substantial updates to existing maps and the likelihood of creating new maps (coupled with the unlikeliness that anyone in-house is even attempting to learn their home-made level editor beyond the basics like I taught myself with other game devkits) they're scrounging for resources and unlikely to do much beyond that until they have the funds to get a new level designer. Tldr: No map guy making maps = less incentive for people to invest in the game New maps and map updates = the game is alive and being worked on IF the game maps are being worked on = Incentive to invest more money in the game Keep expectations low (and for old community members like me, lower expectations than that) cause a new faction or style of map ain't coming until they get out of this slump. Parallels/Analogies to get an idea for what I'm talking about: - They're kind of like the Friday the 13th game devs where the lawsuit between the creators of the franchise are stopping the devs from making more maps until the suit is resolved (its a long story) so they can only make cosmetics and can't make new maps so they're plateauing or slowly dying because they can't make substantial content. - SimCity game: you're slowly bleeding money and still trying to figure out how to slow/stop the bleeding before hitting red - Trying to win a match in Command & Conquer after the enemy took out your Construction Yard so you can't build anything but you still have war factory, barracks, and refinery (and that's it) - Age of Empires II: you lost your Town Center and villagers but, you have atleast 1 relic in the monastery, a market, and a barrack - You don't have insurance so you try to go outside as little as possible to not get sick I could go on but, I think you get the picture (I hope) 😅 If you want the game's situation broken down even further to see how deep the damage goes with the lack of map improvements or a "map guy" (level designer), read on. I decided to put the rest of my notes in a spoiler so this post doesn't look longer than it already is.
  14. RadicalEdward2

    New Map & Building Concepts

    I've considered experimenting with UDK but, the lessons I've been taking to learn it have been a bit slow. I've been using it with C&C Renengade X cause I wanted to learn how to make maps for that.
  15. RadicalEdward2

    New Map & Building Concepts

    Thanks. It was a rough and stressful job and not one I would want to go back to despite how good the benefits were unless it was in a different position. As for H&G, I'm still extremely grateful for the support I've received from this community and how people still talk about me. I don't wanna make things mushy but, sometimes its enough to keep me going because it shows that someone out there cares about my ideas ♥