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How to: Create a map layout and draw sectors

11 Nov 2013, 22:17 PM
#1
avatar of OnkelSam
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In this video tutorial for beginners you will learn how to create a map layout outside of worldbuilder. Which core concepts you should keep in mind when creating your layout. How to visualize your layout inside worldbuilder and how to draw the territory sectors and capping zones.

Contents
  • Layout preparation
  • Visualizing the map layout
  • Drawing sectors and capping zones


In the beginning of the video you will find links that enable you to directly jump to each of the chapters.


Map layout and sector drawing video tutorial


This is how a typical map layout preparation image might look like. Pay special attention to the number of specific sector types to have a balanced economy.


Map layout preparation image


If you have further questions or some steps are still unclear, please ask your question in this thread.
12 Nov 2013, 18:40 PM
#2
avatar of OnkelSam
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Seb
12 Nov 2013, 20:39 PM
#3
avatar of Seb
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Posts: 3709 | Subs: 2

The first step is probably the most important and overlooked part of making a good multiplayer map. Maybe less so in COH2 than it was in COH1 though.

I feel like it has lost depth in that regard, you can almost advise creators to stick to an exact number of each with a pre-defined position.

For the better or the worse, I can't really tell yet.

Thanks for the vid !
13 Nov 2013, 14:55 PM
#4
avatar of E-zy
Donator 11

Posts: 219

It seems the worldbuilder is much brighter zoomed out in this tutorial than in previous tutorials. Could you tell me how? The further I zoom out, the darker the map becomes, quite annoying ;)

Great tutorials btw!
13 Nov 2013, 15:13 PM
#5
avatar of OnkelSam
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Posts: 1582 | Subs: 4

in some tutorials i toggled the visibility of fog. Its a button in the visibility tool bar on the top right. It's only a feature inside worldbuilder though, and has nothing to do with how the map will look ingame.
13 Nov 2013, 15:15 PM
#6
avatar of E-zy
Donator 11

Posts: 219

Ah yes, thats it. Thanks!
16 Nov 2013, 18:10 PM
#7
avatar of cestpasfaux

Posts: 18

A really special thanks :) a splendid work. I would have been happy at the time of COH 1 to have this tutorial.

The little detail for the capping was the key about my troubles to take points :)

17 Nov 2013, 20:24 PM
#8
avatar of Jinseual

Posts: 598

thanks for the tutorials, but do we have to have at least one fuel point or munition point in the map?

can we make a map with just victory points and strategic points only?
Seb
17 Nov 2013, 21:36 PM
#9
avatar of Seb
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Posts: 3709 | Subs: 2

A really special thanks :) a splendid work. I would have been happy at the time of COH 1 to have this tutorial.

The little detail for the capping was the key about my troubles to take points :)


These tutorials existed, but I guess it doesn't matter anymore. :p Have fun with the new one !


thanks for the tutorials, but do we have to have at least one fuel point or munition point in the map?

can we make a map with just victory points and strategic points only?


I'm pretty sure it is not required and you can do whatever you want.

He's just giving the "standard" of a good multiplayer map, that is the average number around which game flow has been designed and balanced.
20 Nov 2013, 07:44 AM
#10
avatar of Qvazar

Posts: 881

Hm, it seems I can only get the "see lines through territory colors" intensity trick to work on some maps. It's really annoying when it's not possible to see them :(

Edit: Aha, it also depends a lot on the texture you have on your map!
With dirt_base it was impossible, but with dirt_muddy_wet it is VERY easy to see the splines!
29 Nov 2013, 20:24 PM
#11
avatar of Sarantini
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What is your opinion on a single munition point in the middle instead of two ones?
30 Nov 2013, 08:43 AM
#12
avatar of Qvazar

Posts: 881

Anything that creates a focal point on the map is good IMO. Just make sure that all starting positions have equal opportunities to capture and hold it.

Edit: and try to give players a way of denying the sector to the enemy, while not being forced to assault the actual point, i.e. an easily accessible cutoff sector.
30 Nov 2013, 09:26 AM
#13
avatar of OnkelSam
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What is your opinion on a single munition point in the middle instead of two ones?

The number of sectors i suggest in the tutorial are guidelines. Depending on the map layout you may vary them slightly, which means you may go from 2 muni points to 1 muni point, if it goes hand in hand with your map layout. But i suggest to not go away from these numbers too much, or you might run into economy problems.
3 Dec 2013, 21:03 PM
#14
avatar of PaRaNo1a
Patrion 26

Posts: 600

I got a question before I even start my own map, can you actually place a VP point on an object? A Wide bridge for example. Or if you place it on the ground but there is a bridge passing through the capping area, will it work for the units to cap it?
17 Dec 2013, 17:02 PM
#15
avatar of Brick Top

Posts: 1168

jump backJump back to quoted post20 Nov 2013, 07:44 AMQvazar
Hm, it seems I can only get the "see lines through territory colors" intensity trick to work on some maps. It's really annoying when it's not possible to see them :(

Edit: Aha, it also depends a lot on the texture you have on your map!
With dirt_base it was impossible, but with dirt_muddy_wet it is VERY easy to see the splines!


What helped me here was doing it roughly with the overlay OFF and just following the splines, then going back to tidy it up flicking the overlay on and off.
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Lady Xenarra: Has anyone actually used the KT much? My experience is that the match is usually over long before I get the CPs for it
Today, 14:35 PM
Rosbone: Can someone message me the day you can look at Coh3 and not face palm yourself in disbelief that actual humans worked on it? Much appreciated.
Today, 06:40 AM
Rosbone: The only way to feel good about Coh3 is to never look at Coh3. Once you see it, you cant unsee it.
Today, 06:37 AM
Rosbone: Observer mode sucks, player stats pages are scatter brained mess, etc etc etc
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Rosbone: It is really hard to tell people to buy the DLC with feeling like they are throwing their money down the toilet for a nearly dead game. But Big Tonks!!! Oh well, not my problem.
Yesterday, 18:12 PM
Rosbone: No 4v4 maps, busted menus 2 years after release, still have not fixed janky sounds people have complained about for over 2 years, etc etc.
Yesterday, 18:10 PM
Rosbone: And the skirmish menus are still at a BETA level. Just the largest game play mode completely ignored... again.
Yesterday, 18:09 PM
Willy Pete: Oh wtf. Yeah the crossing remake was in the 2v2 demo. No more 3s and 4s is a bummer tho
Yesterday, 16:42 PM
aerafield: What? No, he means that all the new maps are for 1v1. Though Im pretty sure they will be playable in 2v2 as well
Yesterday, 15:50 PM
Willy Pete: Are the maps really locked behind dlc? Surely they must be in the regular update
Yesterday, 15:22 PM
Rosbone: I would like to join in celebration with the 9% of Coh3 MP players who are getting ALL of the new maps. Woohoo! #3Tards
Last Friday, 19:22 PM
OKSpitfire: I hope that at least one of heavies is a like-for-like reskin of the coh 2 ISU-152. I miss that thing.
Last Friday, 10:23 AM
Rosbone: Buy our cool new large tanks that will never get played on the 4 new 1v1 maps added. Perfect synergy! :facepalm:
Last Thursday, 19:23 PM
Rosbone: Everyone ready for some deep penetration :snfPeter:
Last Thursday, 17:13 PM
Lady Xenarra: I'm sure the ppl who defended it as balanced for Allies will be screaming like they got scaled with boiling water, in COH3. How the tables turn.
Last Thursday, 11:33 AM
Willy Pete: I think it was nuts with any engine damage. Especially on superheavies
Last Thursday, 07:03 AM
aerafield: Personally I think without the ram ability, it's worse than loiters for example
Last Thursday, 00:09 AM
Willy Pete: It combined well with most slowing abilities, not just ram stuns
19 Feb 2025, 23:36 PM
Willy Pete: Only??? I think not being able to shoot it down and the ramp up effect also had something to do with it
19 Feb 2025, 23:34 PM
Willy Pete: Really
19 Feb 2025, 23:30 PM
aerafield: AT overwatch was broken only because it came with the faction of T34 ramming
19 Feb 2025, 22:29 PM
Willy Pete: Love to see Relic really learning from their past mistakes. Let's bring back the dumbest ability in coh2, and charge money for it
19 Feb 2025, 20:34 PM
Willy Pete: New DAK commander will have AT overwatch as alternate choice to elefant
19 Feb 2025, 20:33 PM
aaa: Funy thing new players dont know that. And are trying to compete vs hacks
19 Feb 2025, 10:33 AM
aaa: Online gaming is trash in general, not just coh. On high level there are all cheats in most games
19 Feb 2025, 10:24 AM
aaa: 2 cheaters in 3 days. MH and DH
19 Feb 2025, 09:57 AM
aerafield: I am a simple man, I build Humvees with Pathfinders and Missile Launchers inside, I am happy
18 Feb 2025, 20:57 PM
Lady Xenarra: aerafield lamevee spammer confirmed :nahnah:
18 Feb 2025, 20:42 PM
aerafield: those who know, know: https://www.reddit.com/r/CompanyOfHeroes/s/fPk4yLIgmK
18 Feb 2025, 15:40 PM
adamírcz: Might be onto somethin here, combine side armour existing, maps where flanking is a viable option, and hopefully also heavies actually being less manouverable than mediums (lookin at you coh2), and it might be fun gameplay
17 Feb 2025, 13:39 PM
Willy Pete: Shouldn't coh3 heavies actually have insane front armor values? The glory days of 400+ Kt armor wouldn't be as bad when side armor is a thing. Not to say its a good idea lol
14 Feb 2025, 23:14 PM
aerafield: But then again, maybe CoH3 superheavies should actually have insane armor values because the whole game is designed for the clumsy & inept anyway :snfPeter:
14 Feb 2025, 23:04 PM
aerafield: It's like you have to coordinate an entire orchestra of abilities and the correct units, meanwhile your opponent just clicks his 1 superheavy tank occasionally...
14 Feb 2025, 23:01 PM
aerafield: the giga frontal armor also made these units too oppressive in average or low ELO games
14 Feb 2025, 22:59 PM
aerafield: Massive HP pool but reasonable amount of armor is way healthier design
14 Feb 2025, 22:57 PM
aerafield: Say what you want, but the titanium frontal armor design of coh2 superheavies was bullshit. Too many bad players not getting punished for their bad micro because penetration RNG carries them
14 Feb 2025, 22:57 PM
Willy Pete: Also the attack ground with the pak40 looked perfect, that Pershing should be dead
14 Feb 2025, 19:18 PM
Willy Pete: Ahh just saw the other one that died. Some bad rng I think but there was an AT gun at med range for a chunk of that fight
14 Feb 2025, 19:14 PM
Willy Pete: Which KT? I saw one got almost deleted but it also showed its side to a hellcat AND the m5. I think the player even admitted he got lucky
14 Feb 2025, 19:10 PM
Lady Xenarra: I understand that the devs want to sell the Allied part of the DLC, but the KT got swiss cheesed like a COH2 bunker on treads :S
14 Feb 2025, 15:16 PM
SupremeStefan: They should make dlc separataly for axis and alies
14 Feb 2025, 10:28 AM
SupremeStefan: 25$ is actually a ok price for 40 abilites = 8 commanders = 4 battlegroups. But problem is that it comes in bundle
14 Feb 2025, 10:24 AM
Willy Pete: Have they shown the actual trees yet for the new commanders? Skimmed through the deep dive today, didnt see em
13 Feb 2025, 22:29 PM
Rosbone: Big Tonk boners incoming :hansGASM:
13 Feb 2025, 17:38 PM
donofsandiego: Probably not
12 Feb 2025, 14:57 PM
Lone-Wolf: Hi guys. Error code -4. Any fixes?
08 Feb 2025, 17:09 PM
donofsandiego: Probably not
07 Feb 2025, 16:57 PM
SkYisTheLimiT_CoH: any coh2.org admin there ?
07 Feb 2025, 12:43 PM
Lady Xenarra: Ever the contrarian, aerafield.
07 Feb 2025, 11:59 AM
aerafield: I havent seen the new units in action yet (whose BGs will not be purchased by too many people as they are pretty expensive I recon), but I can say with 100% confidence that the Pershing needs a buff
07 Feb 2025, 02:31 AM
Lady Xenarra: I would think lots more players would come/return since there's so many iconic units being added in the new BGs. I just don't want to hear another 8+ yrs of Pershing need buff complaints
06 Feb 2025, 23:22 PM
adamírcz: If I had my supply of copium, Id say they might at least get enough money to not have to wait 5 months with problems that should be a matter of bi-weekly hotfix
06 Feb 2025, 23:10 PM
adamírcz: I mean, its overpriced,
06 Feb 2025, 23:10 PM
Rosbone: Will it help or hurt the current player base is the real question. Should add more players, but may drive many away.
06 Feb 2025, 19:17 PM
Rosbone: Yes you too can play with a persdhing for the low price of $24.99 USD. Or be the poor schlub who gets his rectum reconfigured who doesnt have the latest pay to win stuffs.
06 Feb 2025, 19:16 PM
donofsandiego: persdhing in coh 3? 😳
06 Feb 2025, 18:42 PM
Rosbone: @aerafield Ahhh, I think I made a pershing like twice in my life since that commander is pretty bad in 4s.
05 Feb 2025, 23:20 PM
aerafield: @Rosbone coh2 pershing has the same ability so, whatever. Though it's probably gonna be a 30 seconds ability to make it super broken pay to win, then 2 months later it will get "hotfixed" into a skillshot like coh2 pershing
05 Feb 2025, 22:00 PM
Rosbone: How do we feel about Pershing shooting thru multiple buildings?
05 Feb 2025, 19:43 PM
Rosbone: I am just happy Relic was smart enough to put this out now because the community was falling asleep waiting 3 months between patches. And a new/old map was shown :banana:
05 Feb 2025, 19:38 PM

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