Worldbuilding with WhiteFlash
Posts: 1708 | Subs: 2
Posts: 16697 | Subs: 12
Posts: 1944 | Subs: 2
Kholodny on the bottom side is just hedges everywhere, and the top side maneuverability is really restricted by the tall fence, the hedge north of the church, and the rock formation outside the eastern base.
Posts: 16697 | Subs: 12
A 1v1/2v2 map can work
I disagree completely. Like Flash said, for basic matches, sure maybe. But for competition? No chance. There's never been such a hybrid map and I doubt there ever will be. This game is incredibly complex. So complex that after 7 years of COH1, we only hand a small handful of viable competition maps. Why make a mapper's task any harder by asking them to make 1v1/2v2 hybrid maps?
Let's get some straight 1v1 maps for competition first. That should be priority #1.
Posts: 1295 | Subs: 1
Having said that, highlighting a practice so we can get some good maps into the competitive scene is my #1 goal. Homogenizing the mapping process so we can get a solid base, then moving into the experimentation mode is how I'm going to approach the newer maps as they get made.
Posts: 642
Hybrids are difficult in CoH, because of the way the resource system works, and its relationship to how units fight over them. In contrast to games like SC2, where multiple bases can be produced, but expansion is necessary, having multiple spots to deploy bases facilitates hybrids.
In CoH, pulling this off is very hard: You could have designed a map where focus on the north, sacrifices VP's on the south or something similar. In 2v2, you have twice the units and twice the resources per side, so covering the entire map becomes viable, which can break the "spirit" of the map (or as the guide puts it, the "Flow")
Posts: 1157 | Subs: 2
Posts: 531
Posts: 1838 | Subs: 17
Posts: 1295 | Subs: 1
Posts: 10
It took me years to find this helpfull site and I will have loads of questions on this WB subject! No french site equivalence by now.
Superb article which brings me to the idea that if I missed the most of worldbuilding, I also understood few things by myself!
I was impatient to get the CoH2 WB. Now I realise that I should first get back to the CoH1 one.
There are few pics of my maps here: http://www.companyofheroes-france.com/index.php/topic/799-map-en-cour-qui-sy-connait-sous-corsix/
Hope we can chat about this soon!
Many thanks again.
Posts: 86
Posts: 67
Helpinghans said that you might be able to help me. On world builder for coh2 is there a way I can change the camera settings so that you can scroll out further like in coh1 please help.
many thanks.
Posts: 67
Then your not alone I have tried everything uninstalling the game and reinstalling I have tried different screen resolutions I have tried the compatibility wizard using all the recommended settings but still does not seem to want to work I have also done all scans possible my pc is clean. But the weird thing is it was working 2 weeks ago If anybody has any more suggestions please help.
many thanks.
Posts: 60
Posts: 5
Posts: 2454 | Subs: 2
am I the only one who can not see most of the pictures?
No, it appears that the images are broken. They are hosted off-site. Will check if WhiteFlash has them stored on his computer.
Posts: 1295 | Subs: 1
No, it appears that the images are broken. They are hosted off-site. Will check if WhiteFlash has them stored on his computer.
i actually have to apologize for the pictures missing, ami told me not to host them offsite but i did anyways, ill try to locate them because this is still a relevant guide (could def be updated)
ill see what i can do
GUIDE CATEGORIES
TABLE OF CONTENTS
- A Message From WhiteFlash
- Map Size, Base Placement, and Sectors
- Number Of Players
- Size
- Initial Base Placement
- Base Call-in Locations
- Base Entrances/Exits
- Fixed Position Base Design
- Overall Flow Layout
- Sector Layout
- Cutoffs
- Resources
- VP Placement
- Pathing, Vaulting, and True Sight
- Cover
- Terrain and Buildings
- Elevation Changes
- Water
- Bridges
- Ice
- Snow
- High Walls and Hedgerows
- Building General
- Building Entrances/Exits
- Building Firing Positions
- Units Range
- Art Direction and Tactical Map
- Having Fun and Getting Feedback
- Conclusion