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(2-4) Crossing in the woods

12 Nov 2013, 21:19 PM
#1
avatar of OnkelSam
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Posts: 1582 | Subs: 4

How to install/play custom maps in CoH2





(2-4) Crossing in the woods

Working my way through the new worldbuilder i started with a revamp of my old map "bois du chatelet". Turned out to be a bit different than the original, but so what ;)

Feedback, especially regarding balance and bugs is greatly appreciated.

Download:
(2-4) Crossing in the woods - Steam Workshop page

Changelog








Some low resolution preview images from within worldbuilder to get an impression








12 Nov 2013, 21:40 PM
#2
avatar of m00nch1ld
Donator 11

Posts: 641 | Subs: 1

Wow this looks promising! I would gladly test it but im not in the beta :(
12 Nov 2013, 21:44 PM
#3
avatar of OnkelSam
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Posts: 1582 | Subs: 4

sorry man, that was a copy paste mistake :P Obviously the map can be played in retail too, once the patch goes live.
12 Nov 2013, 21:55 PM
#4
avatar of akosi

Posts: 1734

Permanently Banned
put this sht to workshop, btches like workshop

just joking, looking awesome.
12 Nov 2013, 21:56 PM
#5
avatar of akosi

Posts: 1734

Permanently Banned
it is like that only used in tournament coh1 map :D


edit: but you wrote it, maybe i should read instead of watching only pictures :P
13 Nov 2013, 09:28 AM
#6
avatar of akosi

Posts: 1734

Permanently Banned
rename this map Cabin in the woods, and implement an underground facility maybe?
13 Nov 2013, 09:44 AM
#7
avatar of OnkelSam
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i see what you did there :P
13 Nov 2013, 10:23 AM
#8
avatar of Spanky
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Posts: 1820 | Subs: 2

Those pictures! dayum, really nice job!!

PS: how come i don't get such detail in my wb. :( feels like its dx9 or smth.

13 Nov 2013, 10:33 AM
#9
avatar of OnkelSam
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Posts: 1582 | Subs: 4

you just have to learn how to use tiles, splats and splines better :P The usage is a bit different than in COH1. Rotation and scaling plays an important role regarding illumination, cause it seems like normal and specular maps have stronger effects in COH2 now. Also, ground texture tiles are more now. you can use up to 8 of them and their normal maps and spec maps have been improved even more compared to CoH1
13 Nov 2013, 10:35 AM
#10
avatar of Von Kluge
Patrion 14

Posts: 3548 | Subs: 2

I'm going to try to rebuild Duclair or Agnoville, loved those maps on COH1 !
13 Nov 2013, 10:50 AM
#11
avatar of OnkelSam
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Posts: 1582 | Subs: 4

I'm going to try to rebuild Duclair or Agnoville, loved those maps on COH1 !

I'd like to reserve the right to create a Duclair rebuilt myself, if you don't mind :P Can't tell you when it's going to happen though.
13 Nov 2013, 11:24 AM
#12
avatar of Smirnoff
Patrion 14

Posts: 111

Why aren't you a map designer by relic? Love your work :) How much time do you invest in one map before it can be tested?
13 Nov 2013, 11:34 AM
#13
avatar of Marcus2389
Developer Relic Badge
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Posts: 4559 | Subs: 2

Why? Yeah, why?! :D
13 Nov 2013, 11:45 AM
#14
avatar of OnkelSam
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Posts: 1582 | Subs: 4

Why aren't you a map designer by relic? Love your work :) How much time do you invest in one map before it can be tested?

thanks for the compliment man. much appreciated....

The time for a map is depending of course on the size. For this 1vs1 map as it is i spent around 40-50 hours pure worktime. But you can of course already start to playtest it earlier already.
In fact i highly recommend to place the essential objects first, like buildings, obstacles, roads, rivers, cover, etc. Then you can give it a run already and check, if gameplay works as intended. Only then start to make things beautiful. Saves you double work in case of revisions.

....

Anyway, i am still unexperienced regarding performance optimization in COH2. Among balance related feedback, can you guys tell me whether you experience perfomance issues? And if yes, in which areas of the map specifically?
13 Nov 2013, 12:18 PM
#15
avatar of m00nch1ld
Donator 11

Posts: 641 | Subs: 1

I played only one game with the AI.

1. Is it just me or the game, WB, the map....but ground textures doesnt look pretty and i play it on high.

2.The default camera just doesnt fit with this map imo. The game needs a liitle bit more of zoom out.
13 Nov 2013, 12:27 PM
#16
avatar of Von Kluge
Patrion 14

Posts: 3548 | Subs: 2


I'd like to reserve the right to create a Duclair rebuilt myself, if you don't mind :P Can't tell you when it's going to happen though.


Alright, all yours ! I'm sure you can make it a lot better than me :D
13 Nov 2013, 17:26 PM
#17
avatar of Smirnoff
Patrion 14

Posts: 111

First of all i played your map and i like it very much. Very good map for 1v1 and also for 2v2.

1. moonchild is right, the ground textures doesn´t look pretty (in german you would say schwammig, matschig). Don´t know if it is a problem because of the world builder.

2. For balance: The house above the bridge has only windows in the northern direction. So you can´t defense the bridge but you can cut off important points.

I´ll play the map a litte bit more and will tell you if i notice something more.
13 Nov 2013, 18:57 PM
#18
avatar of OnkelSam
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Posts: 1582 | Subs: 4

can you guys make screenshots of the specific areas, where you think the ground textures are unsharp? I've got the opposite feedback by Marcus and Spanky, who tell me that the groud textures are more sharp on my map than on some stock maps. So its a bit contradictory in general.
Help me to nail down which specific areas i need to rework.
13 Nov 2013, 19:00 PM
#19
avatar of HelpingHans
Strategist Badge
Donator 11

Posts: 1838 | Subs: 17

Downloaded it just now. Will give it a spin in a bit if anyone else wants to?
14 Nov 2013, 19:02 PM
#20
avatar of Lund066

Posts: 41

Great map, lots of details, smart points placement, they should definitely add this map to official map rotation.Great job.
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