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(6 - 8) Canyon Village

16 Dec 2013, 20:55 PM
#1
avatar of Slavy87

Posts: 20

Subscribe @: http://steamcommunity.com/sharedfiles/filedetails/?id=204594841

This is my first map named Canyon Village. The map is rather strategic due to the small island in the middle of the map and.

Any feedback is appreciated.

Questions? Ask them here, I will keep an eye on it.

Great update has been released with the following (See comparison screenshots as well)

Code

Changelog update 1.5:

- Fixed multiple pathfinding routes, entering/exiting church works fine now.
- Removed telephone poles.
- Updated Description.
- Added new environmentals.

Changelog update 1.4:

- Changed capturezones of Victory Points at spawn
- Moved and changed startpositions to fit American positions better. Some spawns are with American army not full in territory, this will not be permantly fixed since the map would need a full rebuild.
- Increased Popcap to 200

Changelog update 1.3:

- Fixed typing errors
- Moved spawns so English/American armies are more within the territory.

Changelog update 1.2:

New Features:

- Added car garage (player side 1-4) to balance the big capturefield of the farm
- Added victory Points

Fixes:

- Changed capturezone farmland
- Renamed map to CoH2 standard
- Fixed church land at the back. Units were able to get out but not able to get to the front.
- Added map description on loading screen

Changelog 1.1:

New Features:

- Expanded map size
- Added a lot of trees
- Expanded river
- Added more road in the town, also added paths to houses
- Added more road outside the town and made road connection to town better
- Added farm
- Added more fences around houses
- Removed bridged and replaced them with land to avoid being stuck on the island (Broken bridges confuse the AI in this build of CoH2)
- Added Culverts on both sides of water for extra realism (where the bridge usedd to be)
- Added more detail to the small park in front of the church, also added more path
- Units now spawn outside of the playable area. Depending on which position the player is in, the units will come from 1 of the 4 roads.
- Added a lot more mountains to give a more of a canyon idea
- Added more land decals (also on mountains) for more realism
- Added stones on mountains
- Added fences around river
- Added lampposts

Fixes

- Added more land around church to prevent being stuck to get in church
- Changed watertype for more realistic look
- Removed batches of trees and gave more randomisation instead of a pattern
- Changed road paths
- Fixed capturable territories
- Fixed some issue with telephone posts
- Building zone is now bigger
- Fixed the smoothing on the mountains for more realism








18 Dec 2013, 17:27 PM
#2
avatar of Brummbær

Posts: 59

Don't create to steep cliffs. Textures get distorted and don't look good.
18 Dec 2013, 17:31 PM
#3
avatar of Slavy87

Posts: 20

Don't create to steep cliffs. Textures get distorted and don't look good.


Screenshots were made in CoHBuilder, there is a major map update coming up soon with a lot of progressive changes.
19 Dec 2013, 23:17 PM
#4
avatar of Slavy87

Posts: 20

New update has been released, click on screenshots to enlarge.
20 Dec 2013, 06:44 AM
#5
avatar of LosOutlandos

Posts: 16

Judging from the screenshots it looks much improved visually, well done! PS: Could you maybe host the images with a different provider? The screenshots took about 3 minutes to load, which reminds me of my 56K days :)
20 Dec 2013, 08:20 AM
#6
avatar of Slavy87

Posts: 20

Thanks. I've altered the picture provider now, it should work a lot better. :)
21 Dec 2013, 07:51 AM
#7
avatar of MileWideThigh

Posts: 43

Holy shit, if you were always in love with hallways but had no way of expressing it, this will make that neuronic passion a digital reality. No words. Clusterlick.
21 Dec 2013, 07:54 AM
#8
avatar of MileWideThigh

Posts: 43

There is so much strategy in these bridges. What was your inspiration? Perfect execution.
21 Dec 2013, 22:26 PM
#9
avatar of Slavy87

Posts: 20

There is so much strategy in these bridges. What was your inspiration? Perfect execution.


Milewidehigh, thanks for your great feedback:) I decided that I wanted my first map to be a line fighting map, one way in one way out. I wanted to have a chokepoint in the middle that would be a decisive fight.

At first I wanted to realise this by making a small but long map (inspired by the CoH1 map "the front") with my own twist. To make the chokepoint, I decided to make 2 bridges which were breakable.

After doing a lot of testing and development (this is my first CoH map ever!) I came to the conclusion that the map needed a lot of extra fixes, including the removal of the brdiges due to an unstable AI in Coh2. The AI is only being confused when they cannot reach the enemy and they do not repair the bridge by themselves like they used to in CoH1.

Hope this answers your questions, any feedback of other players is appreciated. Also, I think it would be great if a lot of people would reconsider checking this map (and the comparison screenshots from V1.0 to V1.1) and give it another chance, because I've learned a lot of map making since V1.0. I guess I released it too early which gave a lot of people the idea not to care to check it out or test it since it was not close enough to the "regular standard".
11 Oct 2015, 15:08 PM
#10
avatar of Slavy87

Posts: 20

Updated from 1.1 to 1.4, Changelog can be found in the Workshop.
28 Aug 2017, 20:10 PM
#11
avatar of Slavy87

Posts: 20

Updated to 1.5, did some more changes/fixes to it, once again, a lot of improvements! Map can be found in my signature or by clicking here:

http://steamcommunity.com/sharedfiles/filedetails/?id=204594841
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