CoH Worldbuilders Map Making Competition 2024
11 Nov 2023, 19:14 PM
#2
19
Posts: 1295 | Subs: 1
Anonymity is crucial to this competition, a great idea and looking forward to seeing what the competition produces
11 Nov 2023, 22:47 PM
#3
Posts: 1153 | Subs: 1
Anonymity is crucial to this competition, a great idea and looking forward to seeing what the competition produces
Thank you WF! Your support is greatly appreciated. I'm looking forward to check out the new maps!
12 Nov 2023, 02:04 AM
#4
Posts: 2147 | Subs: 2
This looks really good GB! I am looking forward to seeing some of the fresh new people from the mapping Discord making some maps.
And I really hope some people that were mapping at the end of the COH2 days come back and have a good showing. There was a nice burst of energy, but it was too late for them to get maps into Coh2.
The timing for the contest could be really good also. Once the DLC is out of the way, Relic can maybe focus on gameplay, QoL, etc So by next summer it could be full tilt playable with new maps also.
Thank you to everyone involved in this contest!
And I really hope some people that were mapping at the end of the COH2 days come back and have a good showing. There was a nice burst of energy, but it was too late for them to get maps into Coh2.
The timing for the contest could be really good also. Once the DLC is out of the way, Relic can maybe focus on gameplay, QoL, etc So by next summer it could be full tilt playable with new maps also.
Thank you to everyone involved in this contest!
14 Nov 2023, 15:00 PM
#5
Posts: 1467 | Subs: 4
Anonymity is crucial to this competition, a great idea and looking forward to seeing what the competition produces
lol
19 Dec 2023, 21:10 PM
#6
Posts: 2147 | Subs: 2
One critical piece for getting good maps is understanding the game. It would be great to get together a list of things that should NEVER be in a competitive map.
EXAMPLES FROM COH2:
- No buildings on cutoffs.
- 2v2 should have a safe fuel. Dont put it on the mid-line of the map.
- No large HP buildings on important points.
Since the mechanics of Coh3 are different, we need a new set of guidelines for mappers. This needs to come from top players and their experience so far playing Coh3. This is the only thing to ensure we get good maps! So please post here or join the testers portion of the mappers Discord!
QUESTIONS FOR COH3 PLAYERS:
- Are a large number of buildings a problem?
- Put buildings on the cutoffs?
- Do taller buildings give more sight and elevation bonus so dont use them near important points?
- Dont use elevation near important points?
Anything you guys can think up would be helpful.
EXAMPLES FROM COH2:
- No buildings on cutoffs.
- 2v2 should have a safe fuel. Dont put it on the mid-line of the map.
- No large HP buildings on important points.
Since the mechanics of Coh3 are different, we need a new set of guidelines for mappers. This needs to come from top players and their experience so far playing Coh3. This is the only thing to ensure we get good maps! So please post here or join the testers portion of the mappers Discord!
QUESTIONS FOR COH3 PLAYERS:
- Are a large number of buildings a problem?
- Put buildings on the cutoffs?
- Do taller buildings give more sight and elevation bonus so dont use them near important points?
- Dont use elevation near important points?
Anything you guys can think up would be helpful.
19 Dec 2023, 22:19 PM
#7
Posts: 1382
I am a mega noob as everyone knows, but I'll chime in on one specific topic.
- Dont use elevation near important points?
As long as the elevation isn't insanely easy for one side to reach while the other has a more difficult time of it, I think it's fine.
After all, you always hear about it being important to take the high ground, right?
Definitely it's a matter of making it an interesting space to fight over, with the added benefit of having an easier time holding the important point. Symmetricality (if that's a word) seems to be the way to go.
Bottom line is that I think they should either A.) have to fight over it to gain the height advantage, or B.) it's a height advantage close to base, symmetrical to the other player.
A good example is in the newer 4v4 map. There's a hilly area that overlooks the VP; there's a lot of cover leading up to it, and if you take it, you're rewarded with a position overlooking the VP.
- Dont use elevation near important points?
As long as the elevation isn't insanely easy for one side to reach while the other has a more difficult time of it, I think it's fine.
After all, you always hear about it being important to take the high ground, right?
Definitely it's a matter of making it an interesting space to fight over, with the added benefit of having an easier time holding the important point. Symmetricality (if that's a word) seems to be the way to go.
Bottom line is that I think they should either A.) have to fight over it to gain the height advantage, or B.) it's a height advantage close to base, symmetrical to the other player.
A good example is in the newer 4v4 map. There's a hilly area that overlooks the VP; there's a lot of cover leading up to it, and if you take it, you're rewarded with a position overlooking the VP.
20 Dec 2023, 17:38 PM
#8
Posts: 3032 | Subs: 3
QUESTIONS FOR COH3 PLAYERS:
- Are a large number of buildings a problem?
At the moment, definitely. I like city maps personally but they're always controversial. And now in CoH3 it would likely lead to big gameplay issues, primarily for axis.
They rely a lot on units with a fixed turret such as the Marder and the StuGs, and those would be horrible on maps with many buildings
20 Dec 2023, 20:06 PM
#9
1
Posts: 615
I'm excited for the new maps. I hope there will be at least 4 new maps added to the pool, one per gamemode. The more the better.
Also not looking forward to maps being removed, but instead adding in veto systems.
Also not looking forward to maps being removed, but instead adding in veto systems.
21 Dec 2023, 08:28 AM
#10
Posts: 570 | Subs: 1
One critical piece for getting good maps is understanding the game. It would be great to get together a list of things that should NEVER be in a competitive map.
EXAMPLES FROM COH2:
- No buildings on cutoffs.
- 2v2 should have a safe fuel. Dont put it on the mid-line of the map.
- No large HP buildings on important points.
Since the mechanics of Coh3 are different, we need a new set of guidelines for mappers. This needs to come from top players and their experience so far playing Coh3. This is the only thing to ensure we get good maps! So please post here or join the testers portion of the mappers Discord!
QUESTIONS FOR COH3 PLAYERS:
- Are a large number of buildings a problem?
- Put buildings on the cutoffs?
- Do taller buildings give more sight and elevation bonus so dont use them near important points?
- Dont use elevation near important points?
Anything you guys can think up would be helpful.
- Are a large number of buildings a problem?
Yes and no, on villa it was a problem because it forced you on an uphill battle immiedatly on top of then facing garrisons. They can be really problematic, but one thing i noticed was the factions themselves are far more resilient vs garrisons as they have actual counters (Breach and accessible flamers unlike okw and brits)
- Put buildings on the cutoffs?
1-2 window ones that give no height advantage is prob fine
- Do taller buildings give more sight and elevation bonus so dont use them near important points?
Yes to both, Watchtowers exist as well i think and they add an interesting element that normally is basically unsued in garrisons (sight)
- Dont use elevation near important points?
nnnnnnnno? It CAN work, twinbeaches is a good example, but you have to be MEGA careful
21 Dec 2023, 09:41 AM
#11
Posts: 713 | Subs: 2
One critical piece for getting good maps is understanding the game. It would be great to get together a list of things that should NEVER be in a competitive map.
EXAMPLES FROM COH2:
- No buildings on cutoffs.
- 2v2 should have a safe fuel. Dont put it on the mid-line of the map.
- No large HP buildings on important points.
Since the mechanics of Coh3 are different, we need a new set of guidelines for mappers. This needs to come from top players and their experience so far playing Coh3. This is the only thing to ensure we get good maps! So please post here or join the testers portion of the mappers Discord!
QUESTIONS FOR COH3 PLAYERS:
- Are a large number of buildings a problem?
- Put buildings on the cutoffs?
- Do taller buildings give more sight and elevation bonus so dont use them near important points?
- Dont use elevation near important points?
Anything you guys can think up would be helpful.
I've made this point before, the most important thing about a good map is the ABSCENCE of certain dealbreakers. To answer your questions:
1. I personally hate clusters of buildings, but I don't think they have to be dealbreakers. There area few caveats though. For example, there need to be favorable angles to fight against each building. A building should generally not just be "6 windows on each side on top of elevation so that all cover is negated".
2. Cut off buildings I would judge similarly to clustered buildings. I don't like them, but as long as there is an angle to flank it, I don't think they're dealbreakers. The difference might be that for cut off buildings it's preferable to have a completely blind angle due to MG's being oppressive on cutoffs.
3. I think buildings are incorporated into the elevation mechanic.
4. I don't think you should make extensive use of elevation period. At least definitely do not use steep impassable elevation like cliffs or walls. I think these map elements are too intransparent in how they affect the game and interact with different projectiles from different angles. Put bluntly, they're a pretty looking marketing gimmick but don't really fit into CoH gameplay. Furthermore, I would go as far as to say that almost all elevation suffers from these problems to some extent. AT guns not being able to fire in impossible to predict ways, projectiles alwasy hitting the ground from certain angles despite the unit supposedly being in range etc etc. The mechanic just doesn't work well.
21 Dec 2023, 13:18 PM
#12
Posts: 2147 | Subs: 2
Thanks guys for these great posts! But dont feel limited to my questions. Any insights into mechanics that should be considered when making a map are needed!
Much Love
COVER
Other thoughts might be use of green cover for example. It seems like TTK and grenade debuffs makes green cover weaker. So more green cover is OK in Coh3.
From a mappers view, this is a good thing because every faction having a vehicle means any yellow cover you put down will be destroyed 2 minutes into the game. Coh3 also seems to let small arms fire destroy cover objects which is a horrible idea. Makes sense why every map is wide open with only green cover.
ROADS
Coh3 lacks red cover roads but has ways to give speed bonus. Is it still a bad idea to have a speed bonus road leading straight back to your base when retreating units?
Much Love
COVER
Other thoughts might be use of green cover for example. It seems like TTK and grenade debuffs makes green cover weaker. So more green cover is OK in Coh3.
From a mappers view, this is a good thing because every faction having a vehicle means any yellow cover you put down will be destroyed 2 minutes into the game. Coh3 also seems to let small arms fire destroy cover objects which is a horrible idea. Makes sense why every map is wide open with only green cover.
ROADS
Coh3 lacks red cover roads but has ways to give speed bonus. Is it still a bad idea to have a speed bonus road leading straight back to your base when retreating units?
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