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[FINAL] Lemberg Fall 1944

13 Nov 2013, 21:26 PM
#1
avatar of DonXavi

Posts: 31

(4 - 6) Lemberg Fall 1944

- COH2-conversion of my EF-map Lemberg. Project started today 2:21AM -
- Update: Added two players, reworked western part of the map completely, added call-in area and several other optical corrections and tweaks -



'Retreat! Ivan is coming!' It's Fall 1944, the mighty German Ostfront has fallen. While the first snow begins to fall over what once was East Poland, you can hear the clattering of Soviet tank treads, the fizzling sound of artillery projectiles in the cold air of November and the screaming roar of IL-2 engines. Everything else seems silent, the Wehrmacht is on retreat. However, appearances are deceiving. Close to the once idyllic town of Lemberg, devastated by Operation Barbarossa, some German divisions regroup to block the Soviets' way to victory. For the Fatherland! The area is suited perfectly for flanking or ambushing the enemy, the dark woods provide good cover, while the fields may be deadly traps unless they are equipped with some well placed sand bags. Good luck, Kameraden.




Trailer



Loading Screen


Minimap


Screenshots






Please make sure to check out my other maps and those of my friend MonolithicBacon in the Steam Workshop!

Have fun,
Max, EF Lead Level Designer




13 Nov 2013, 21:31 PM
#2
avatar of OnkelSam
Honorary Member Badge

Posts: 1582 | Subs: 4

Looks good. But you'll probably run into economy problems. In CoH2 strategy sectors also produce munitions and fuel. The economy has been optimized for 10 SPs, 2 fuel points and 2 munitions points. I count 15 SPs on your map, which will probably result in inflationary teching and ability usage.
Maybe it's a direct conversion from a CoH1 map? I suggest redesign the sectors slightly and get rid of 5, maybe 4 SPs. Merge the 3 VP sectors with one of the adjacent SPs and you're already rid of 3.
13 Nov 2013, 21:47 PM
#3
avatar of akosi

Posts: 1734

Permanently Banned
guys, cant we put this into steam workshop?
13 Nov 2013, 21:48 PM
#4
avatar of akosi

Posts: 1734

Permanently Banned
and be aware of the sectors size, because of sector artilerry rampage.
13 Nov 2013, 22:10 PM
#5
avatar of DonXavi

Posts: 31

Thanks for the answers, I'll adjust the sector layout immediately. Witnessed some problems already in test games where I was able to build a Panther after 8 minutes with only 50% map control.

Edit: Downlad Link Updated: Merged eight territories to four.
http://www.mediafire.com/download/pw0ka0szxcdaxrg/2_4_lemberg_fall.sga
14 Nov 2013, 03:18 AM
#6
avatar of ThumbsUp

Posts: 182

nice looking map
14 Nov 2013, 04:28 AM
#7
14 Nov 2013, 13:16 PM
#8
avatar of Lund066

Posts: 41

Just tried it against two cpu experts, map is fine, i almost destroyed a half ot it, perfect map.
14 Nov 2013, 14:44 PM
#9
avatar of scarenow

Posts: 79

I really like to look of this map. Looks very realistic.
14 Nov 2013, 14:53 PM
#10
avatar of Z3r07
Donator 11

Posts: 1006

14 Nov 2013, 16:57 PM
#11
avatar of DonXavi

Posts: 31

Thanks, guys! :D
14 Nov 2013, 19:14 PM
#12
avatar of akosi

Posts: 1734

Permanently Banned
very good looking map, it would be better if you balance it and when i build t4 as soviet ,dont have the opponent a panther already.
14 Nov 2013, 19:14 PM
#13
avatar of akosi

Posts: 1734

Permanently Banned
it is because the map is so big-> slower capturing-> more resources.
14 Nov 2013, 19:15 PM
#14
avatar of akosi

Posts: 1734

Permanently Banned
it could be a 3v3 map, not 2v2.
17 Nov 2013, 20:57 PM
#15
avatar of DonXavi

Posts: 31

I'll release a 3v3 version of this map soon.
18 Nov 2013, 21:56 PM
#16
avatar of nigo
Senior Editor Badge

Posts: 2238 | Subs: 15

19 Nov 2013, 02:12 AM
#17
avatar of hecubus15

Posts: 9

I was on my way home this evening and a song from Rasputina's "Frustration Plantation" album came up. Somehow, I have formed a laser-like connection between that album and a particular period of binging on a new CoH map, so that's what I think of when I hear that album. I know, it's weird to me, too. So I'm driving home and thinking I need to find that map again, because I don't remember playing on it since, but I really enjoyed it.

Wasn't until a couple minutes into this one that I realized this is that map. So, thank you for that. And for this. :)

Edit: Was it always this big? Or are the maps in CoH2 generally that much smaller and I haven't noticed?
20 Nov 2013, 17:24 PM
#18
avatar of ch0pper

Posts: 3

I played this yesterday vs std AI (annihilation). Overall the map looks very good.

A little too open for my personal taste for the high number of capture points available. I didn't see a way to use terrain advantage, especially with the odd placement of the munitions cache and the void in the center of the map (in annihilation, at least. I think that pattern is better for Victory Points mode (will try it today)

So my suggestion would be to reduce the total number of regular capture points by 4-5.
Solid, fun map otherwise.
27 Nov 2013, 13:08 PM
#19
avatar of Sharooz

Posts: 18

Good map! I like the layout,but maybe too many capture points..

And I have a question:
How did you manage to turn all your lamps in the game on?
I'm creating a map at night with a preset rainy night setting and in worldbuilder there are all streetlights and lamps switched on but ingame when testing the map they are all switched off..
what did I wrong?
18 Jan 2014, 15:00 PM
#20
avatar of DonXavi

Posts: 31

Download link and screenshots updated! New version may be found in the Steam Workshop. Just hit the download button!
Also added a small trailer created with the NIS tool!
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