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#Steam AliasWL%Streak
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Thread: (2 - 4) "Rambrouch" by Team Rewind11 Dec 2014, 01:09 AM
Fellow COH2 fans, with "Rambrouch" Team Rewind is releasing its first map. Our goal and design principle for "Rambrouch" was the the idea of designing a map, that provides a balanced and fun match for every party involved in the game. During a multiplayer game the map design and layout has major influence on the outcome of the match. On "Rambrouch" we tried to establish a plain playing field for all sides and fractions involved. We hope to have achieve this by providing a symmetric map without being visually boring. After all, we don't want to play chess here. Of course this does not mean that every object, tree or house is 100% symmetric, but key components that support fair and balanced play are implemented on this map: - Equal distances and travel durations from the starting positions to any point on the map, regardless with faction you use. - Capture points and streets/roads are more or less equally distributed across the map. - Symmetric distribution of house/objects and their cover properties (e.g. heavy or light cover) - The map includes a couple of "cut-off" points to support a more tactical and exciting game play. - The map is designed visually stimulating, with a high level of detail and fidelity. - All units, regardless if e.g. infantry or tank, have enough room to maneuver and take advantage of their capabilities. This will allow for more variety of units on the field. "Rambrouch" is just our first "Rewind" map release. We are currently working on a variety of different maps, with different landscape settings and sizes. For all these maps we are aiming to achieve perfection by following our design principles, supported by intensive playtesting before their release. Implementing symmetry and designing a visually appealing map is not an easy task, as we do want the map to look realistic and organic (vs. e.g. a symmetric StarCraft map). We did this by matching the properties (e.g. cover/visibility/distance) of the objects and not their looks. There is not mirroring of design elements. We ask you, the players, for your feedback and support in the quest to create balanced and gorgeous maps. Please, send us your feedback or post your comments in the Steam Workshop Map page after playing the "Rambrouch". We are listening to you (!) and hopefully Relic does, too. We are hoping that maps like "Rambrouch" will be made available to automatch games sometime in the future. If you like the map, share it with your friends and let others know you liked it. Support us in creating more balanced maps. Thank you for playing on "Rambrouch". Have fun! Team Rewind Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=351520716 Mapdiscription: By mid January, towards the end of the Ardenne Assault, when the Allied pushed back hard toward the Siegfried Line, the 328th US Infantry Regiment encountered heavy German resistance in the small town of Rambrouch. Located in the Northern region of Luxemburg, the "Fuehrer Grenadier Brigade", was ordered by Seventh Army to hold the town and delay further Allied advance. What followed were several days of brutal urban warfare and heavy fighting in the ruins of Castle "Gromperen". Can you advance and break through the German lines or delay the Allied push towards the "Reich"? In: Map Sharing |
Thread: My new Mappack is out, first map is avalible for download23 Sep 2014, 19:53 PM
OMG, what is wrong with u guys, to many vodkas in? :-) the post is under: (Map Sharing) to find, nothing with mods or hacks... In: Map Sharing |
Thread: My new Mappack is out, first map is avalible for download23 Sep 2014, 19:08 PM
Map Pack Content: Map Pack "Poland Fronts" includes 3 maps in 3 different map sizes. (2 - 4) Oflag XXI "German POW Camp" (v. 1.0) "coming soon" (6 - 8) Tucholski "V2 Rocketbase" (v. 1.0) "coming soon" (6 - 8) Anlage Mitte "Wolfsschanze" (v. 1.0) "available for download" Exclusive content: (6 - 8) Anlage Mitte "Wolfsschanze Rain" (v. 1.0) "available for download" (Afternoon Rainy Version) Release: 22.09.14 Creator: (Copyright 2013 Stahlhagel, Steam ID: STEAM_0:1:29233573) Download: freeware / free to play / free download (Please, vote for the map!!) http://steamcommunity.com/sharedfiles/filedetails/?id=317833290 Map News/Updates: Please, if you like my maps subscribe and vote for them. Spread the word, share and let your friends and clan buddies know. Your support and feedback directly impacts future maps! If you find a bug, a glitch or have suggestions on how to improve game play on any map, please let me know. Feedback good and bad is highly appreciated. I love this game and plan on supporting it with lots of beautiful maps. Your opinion helps me doing this. Stahlhagel In: Map Sharing |
Thread: How to create a Map like Relic8 Sep 2014, 18:57 PM
yeah, i dont know. "videolink deleded" In: Mentoring |
Thread: How to create a Map like Relic8 Sep 2014, 16:35 PM
Hello everyone, I am Chris and some of you might know me by my screen name Stahlhagel or even better, some might know my maps like Angermuende, Löwenberger Land and Eberswalde. I am a passionated mapper and COH player. I would like to help you get more used to the Worldbuilder. Now I'm not saying I know everything there is to know about how WB works, still I manage to create functioning and detailed maps without too much effort, which in my opinion can hold their candle to official relic maps. Of course its up to everyone to create the map they like, but knowing and using many functions of Worldbuilder can help ease the workload. I've got a livechannel on Twitch where I will create some maps during the following months, where you will be able to watch every step in the progress. Since I'm employed and like to use my free time to create maps, I'm sure you will understand that I won't have time to look all the time for new messages. But I will answer them as soon as I'll see them. I hope I will be able to help you a bit and am excited to see more detailed maps in the workshop soon. All "Fronts" packs included 3 Maps Mappack "German Fronts" http://steamcommunity.com/workshop/filedetails/?id=206698561 Mappack "Poland Fronts" ... coming soon Mappack "Africa Fronts" ... coming soon Mappack "7 Mixed Maps" ... coming soon http://www.twitch.tv/rsgs_stahlhagel Chris In: Mentoring |
Thread: Bugs & Sugesstions4 Sep 2014, 22:07 PM
So buff axis? Anyways, units can be pinned by strafe on retreat, but since they are in retreat, they cannot escape. Also, (part of tank pathing) tanks literally bounce back after meeting puny obstacles in their path. Makes running away from chasing units stupid when the driver pulls the emergency brake when driving full speed and the tank flies back dozens of meters. I confirm, more bugs In: COH2 Bugs |
Thread: Bugs & Sugesstions4 Sep 2014, 21:27 PM
Hello everyone, I am Chris and some of you might know me by my screen name Stahlhagel or even better, some might know my maps like Angermuende, Löwenberger Land and Eberswalde. I am a passionated mapper and COH player. I really love and enjoy COH and hope that my involvement in the COH community will help spread the love for this game. Over the last months I have been playing with lots of experienced players and we have compliled a list of bugs/issues we think need to be addressed by Relic. I am hoping for a constructive discussion here on COH2.ORG and am looking forward hearing your thoughts about the list. For those of you who have a more direct line of communication to Relic, please make them aware of this topic. Otherwise I hope Noun is roaming this forum and reads this post. 1. Retreat: Units stop retreating, standing idle or move only slowly during retreat. Initiating the retreat is lagging. There is a delay between pressing the retreat button and the units executing it. Please, adjust so units retreat as soon as retreat is initiated. Units should not stop, walk slowly during retreat. 2. Cover System: Units in cover are indicated GREEN. But the actual unit location and the green indicators do not match. Units seem to randomly allign in cover. Units should allign with the green indicators. Units should not move during a fire fight and stay put. 3. Abilities: Some abilities e.g. Target Weakpoint or Granates use the required resources (e.g. Ammunition), but the units never execute the "purchased" ability. Change game mechanism so that resources are just only spent, when ability was executed. 4. Granates: In some instances the units take ages to executed the "Granate throwing animation/rifle granate shooting". Units should execute instantly or with minimal delay. 5. Units in non playable area: Units arriving to the battlefield get stuck in the non playable area of the map and never arrive on the field. Adjust so units do not get stuck. 6. Lobby/Load-Out: If you are configurating/adjusting your load-out just before a game starts, Commander/Fraction setup is messed up. In some instances your Commanders are not matching your fraction or no Commanders are available during the game. Please, adjust so that the last changes made before a game starts are recognized/saved. 7. Graphical Glitches: Some tanks and Infantry units seem to merge when the cross paths. There is seems to be no limit on how close units can be to each other. Units that are clustered/merged this close together can be easier killed. We would like to see a required minimal distance each unit needs to keep from another unit, so it can not merge/disappear. Once units have reached this required minimal distance, they would "bounce" each other off. 8. Building (with units inside) Bug: If a member of a SELECTED unit in a building dies, one has to re-select (click it). It should work so that a selected unit stays selected, regardless of a decreasing unit size. 9. State of Pathfinding: Please, re-visit or further optimize the pathfinding of the unites. There still many situations where units get stuck or crash into each other. Units should recognize possible obstructions early on and adjust the path accordingly. They should not first run into an obstruction and then figure out a path out of the mess. As the computer can see all paths/obstructions it should figure those into the path calculation before it hits an obstruction. We also think that units should auto-vault accross fences and walls if they are on their path. 10. Soviet Pak Camouflage: Once the pak is in camo, gun crews are moving in slow motion. This should change. 11. Aiming: In situations where targeted units disappear in the fog of war or inside of a smoke cloud, the attacking unit e.g. Puma rotates the gun/barrel back to the default position, instead of just aming into the last direction (and not shooting). We think that the attacking unit should still aim towards the last position of the attacked enemy unit and NOT randomly pick another target. This will add to the tactical feel of the game and gives the player a better control of their units. 12. Bunker Bug: While WM Bunker is being constructed/finished you can re-enforce your units. This should not be possible. 13. Soviet Unit Merge: After you merged a MG with Recruits, both merging units are selected/activated. This should be changed so that only one unit is selected 14. Selection button for Groups: COH1 offered a button that allowed multiple selected units to be selectes as a group again. Please, re-introduce the button to COH2. 15. General Call-in Implementation: Call-ins should be be linked to a Tech Level. E.g. you should only be able to call in Tiger or a pair of T34/85s if you have build the corresponding Tech Building. Also, call-ins should not be instant, but rather be buildable in the corresponding Tech Building. Since they are build, the cool down time for call-ins can be eliminated. This change would make the game more tactical and "teching up" will make more sense than it is currently the case. 16. MG Bug: The MG does not aim in the direction it was ordered to aim. Please, fix. 17. Fog of War: Even with FoW you can determine which buildings your enemy is building based on the shapes and shilouettes that are visible. Please, adjust so this is not possible. 18. Mines: In general we feel mines are too expensive and their cost/benefit ratio is not optimized for the WM player. We asked to review mines accross all fractions and adjust prices to 30 ammunition. Alternatively, you could adjust the prices of mines for the soviet fraction to 60 ammunition. The WM/OKW player has a much higher ammunition costs of the course of the game. This would arm the WM player to fight off early light tanks. Also, please remove the warning signs for the German S-Minen fields. 19. MG Behavior: MGs should instantly pin several units simulanteously in ist firing arch. The purpose of a MG is to lock down the flanks or small areas. In too many cases, the MG can not pin down the attacking units in time. This allows the attacking units to get into throwing distance for granades/Molotov cocktails and the MG has to retreat. The units has become useless. Changing the behavior would allow to counter blobbing easier. Also, pinned units should NOT be able to crawl towoards the MG. 20. MG42 Sound File. It seems the sound file for the MG is incorrect. The MG 42 has a cadence of 1200-1500 shot/min and you can not hear single shots. Just a buzzing sound. http://www.youtube.com/watch?v=N-iqTpY_EGE http://www.youtube.com/watch?v=XpPcpoxWs1k 21. Rifleman: When this US unit is "blobbed" they are very hard to counter/if at all. Please, adjust/lower HP and damage output. 22. Capture System: When a unit, that is tasked to capture a sector, is attacked, it often leaves the capture sector. The capture order should overide any self defense behavior which would make the unit leave the capture sector/zone. 23. Cover System: Further optimise unit behavior. A unit that is placed in cover should not start walking around and re-positioning itself (and leaving the assigned cover). The player should be able to pinpoint the cover position/location of ITS units. 24. Set bounderies for the RNG Gods: For tanks and AT guns the RNG events for penetration should be dependent on prior results of the current attack. If e.g. a Sherman has missed to hit or failed penetrate the first 3 shoots (at the same target), chances should increase for the consecutive shoots. From what I understand, the current chance of hitting a target is totally independent from the prior shot. 25. Infrantry Bug: In some instances one member of a units walks in one directions and the rest of the units does not (and get's stuck). Infantry units should move as a unit. After all, this is not Kindergarten. 26. "Micro Freezes:" Every now and then, the game freezes for like 10 seconds and then fast forwards the last 10 seconds. This is extremely annoying and can have major influcence on the outcome of a game, as you have no control of your units or can not react to any moves of your opponent. 27. Lobby - Search for Games/Game Start: Screen gets stuck with notification "Please Wait"and game does not start. After some players have dropped game eventually starts. 28. Chat Bug: In some instances, the whole chat history is visible throughout the length of the game. Chat entries should disappear after a while. 29. Half Track Flamer Upgrade: In the current mid-game, this unit/add-on is not useful anymore and hardly used on the battlefield. We suggest to migrated the upgrade to Tech 2, so the unit gets useful again. The Upgradecosts 120Ammo! 30. OKW Flak Half Track: In it's current state, the units is to expensive, has very low armor and is not very agile. Only few users are currently building the half track. We suggest to allow the halftrack to fire while moving or add more HP. Change pricing to 250MP/25 Fuel. 31. Scrolling: Sometimes screen scrolling gets stuck and you can not scroll towards the lower right corner. Please, investigage and fix. 32. Scavenger Doctrine: The Call in for the Ostwind at 8CP comes to late. Please, consider reducing it to 6CP 33. Re-crewing of dropped support weapons: When selecting a dropped weapon (e.g. MG ) the game interface indicates the numbers of soldiers needed in order to re-crew. The game indicates that 2 soldiers are needed, but the unit from which you re-crew the support weapon looses 3 soldiers. Please, fix. 34. Salvage Ability: If you one unit tries to salvage an abandoned unit and another unit tries to re-crew the same unit (e.g. tank), the game crashes with a bug splash screen. Please, fix. In: COH2 Bugs |
Thread: Mappack "German Fronts"15 Jan 2014, 23:11 PM
Map Pack Content: Map Pack 3 "German Fronts" includes 3 summer maps in 3 different map sizes spanning from smaller 2 v 2 to 8 v 8 maps. ( 2 - 4 ) Löwenberger Land (v. 1.2) "available for download" ( 6 - 8 ) Angermünde (v. 1.0) "available for download" ( 6 - 8 ) Eberswalde (v. 1.3) "available for download" Release: 22.12.13 Creator: (Copyright 2013 Stahlhagel, Steam ID: STEAM_0:1:29233573) Download: freeware / free to play / free download (Please, vote for the map!!) News/Updates: 15.01.14 New map is now available! ( 6 - 8 ) Angermuende (v.1.0) 04.01.14 New map is now available! ( 2 - 4 ) Löwenberger Land (v. 1.2). 04.01.14 New version of Eberswalde is now available (v.1.3)! Change log for Eberswalde (v. 1.3) 04.01.14: - Removed various hedges and other line of sight blocker (reduction of 6%) increasing visibility - A bug with the starting positions was removed - Various improvements to mini map and map preview. Layout is now much clearer and easier to navigate. Future Map Packs: Map Pack "Poland Fronts" includes 3 spring maps in 3 different map sizes spanning from smaller 2 - 6 player maps. Map Pack "Russia Fronts" includes 3 winter maps in 3 different map sizes spanning from smaller 2 - 6 player maps. Please, if you like my maps subscribe and vote for them. Spread the word, share and let your friends and clan buddies know. Your support and feedback directly impacts future maps! If you find a bug, a glitch or have suggestions on how to improve game play on any map, please let me know. Feedback good and bad is highly appreciated. I love this game and plan on supporting it with lots of beautiful maps. Your opinion helps me doing this. Stahlhagel Steamlink: http://steamcommunity.com/workshop/filedetails/?id=206698561 |
Thread: Objektspline Tool7 Jan 2014, 01:04 AM
the thought occurred to me also. I make a stamp from all the unique objects like in City17 from relic. I also have more unique objects found. for example. a wooden gate which is on the floor, but flat! if relic another Wb used or more objects has, I find this really bad :-( |
Thread: Objektspline Tool6 Jan 2014, 01:03 AM
Hey, yes, I do it all the time:-D shame that this is not described anywhere :-( thx |
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