This Thread is here to help map designers with unconventional ideas to get feedback from the community (before they are going to create a map).
[Question]: Coh2 allows to create map entry points that don't belong to a team, but to a sector, so whoever controlls a certain sector also can make use of the map entry point. Some people probably remember this glitch on City 17 regarding this feature (summer edition). DO you think that it is an good/interesting idea to use sector-owner-depended map entry points?
The Mapdesign Feedback Thread
28 Nov 2013, 16:54 PM
#1
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Posts: 420
28 Nov 2013, 17:05 PM
#2
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Posts: 318
[Question]: Coh2 allows to create map entry points that don't belong to a team, but to a sector, so whoever controlls a certain sector also can make use of the map entry point. Some people probably remember this glitch on City 17 regarding this feature (summer edition). DO you think that it is an good/interesting idea to use sector-owner-depended map entry points?
That depends on the maps layout i say, is the distant between bases long enough to justify a point like that, and has to be easy to cut of, i've also tested this in one of my map projects ((6-8) North Seelow).
That depends on the maps layout i say, is the distant between bases long enough to justify a point like that, and has to be easy to cut of, i've also tested this in one of my map projects ((6-8) North Seelow).
30 Nov 2013, 10:06 AM
#3
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Posts: 420
Consider the following graphic
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The map is split into 2 x 2v2 areas (City left and industrial right). One pair of each team is either fighting for the ammo or for the fuel. It's not possible to spawn your troops at spawnpoints on the other side of the map.
(this is based on the mapentry_point_player object, but it only works if all (8) slots are used)
There is one connection in the south, which is supposed to be reachable with the same effort for both teams. Whoever controls the victory point at the connection also gains access to an additional mapentry point on this small island which is usable for the whole team.
Your Feedback is asked.
Do you like the idea?
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The map is split into 2 x 2v2 areas (City left and industrial right). One pair of each team is either fighting for the ammo or for the fuel. It's not possible to spawn your troops at spawnpoints on the other side of the map.
(this is based on the mapentry_point_player object, but it only works if all (8) slots are used)
There is one connection in the south, which is supposed to be reachable with the same effort for both teams. Whoever controls the victory point at the connection also gains access to an additional mapentry point on this small island which is usable for the whole team.
Your Feedback is asked.
Do you like the idea?
30 Nov 2013, 10:55 AM
#4
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Posts: 318
The only problem i see is player 1-4 has to expose the rear to get to the island to cap the neutral map entry point, while player 5-8 only have to left or right flank, I personally feel that it's to big of a risk for player 1-4 to go to that VP and cap it.
30 Nov 2013, 12:16 PM
#5
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Posts: 420
The only problem i see is player 1-4 has to expose the rear to get to the island to cap the neutral map entry point, while player 5-8 only have to left or right flank, I personally feel that it's to big of a risk for player 1-4 to go to that VP and cap it.
1.st thanks for your feedback
But tbh i don't see the problem you are describing. 1-4 have to move south and 5-8 move to the middle. So when you are going for the vic in the mid, you always have less fighting power on your side. no matter where you start, same goes for the vic in the left corner
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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
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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
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Rosbone: Buy our cool new large tanks that will never get played on the 4 new 1v1 maps added. Perfect synergy! 
Last Thursday, 19:23 PM
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Last Thursday, 19:23 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
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Willy Pete: I think it was nuts with any engine damage. Especially on superheavies
Last Thursday, 07:03 AM
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aerafield: Personally I think without the ram ability, it's worse than loiters for example
Last Thursday, 00:09 AM
Last Thursday, 00:09 AM
Willy Pete: It combined well with most slowing abilities, not just ram stuns
Last Wednesday, 23:36 PM
Last Wednesday, 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
Last Wednesday, 23:34 PM
Last Wednesday, 23:34 PM
aerafield: AT overwatch was broken only because it came with the faction of T34 ramming
Last Wednesday, 22:29 PM
Last Wednesday, 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
Last Wednesday, 20:34 PM
Last Wednesday, 20:34 PM
Willy Pete: New DAK commander will have AT overwatch as alternate choice to elefant
Last Wednesday, 20:33 PM
Last Wednesday, 20:33 PM
aaa: Funy thing new players dont know that. And are trying to compete vs hacks
Last Wednesday, 10:33 AM
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aaa: Online gaming is trash in general, not just coh. On high level there are all cheats in most games
Last Wednesday, 10:24 AM
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aerafield: I am a simple man, I build Humvees with Pathfinders and Missile Launchers inside, I am happy
Last Tuesday, 20:57 PM
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aerafield: those who know, know: https://www.reddit.com/r/CompanyOfHeroes/s/fPk4yLIgmK
Last Tuesday, 15:40 PM
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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
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