Release: Semois-2
Posts: 1582 | Subs: 4
It would be the better option if the current name was Raynortown, though
Posts: 1550 | Subs: 7
Posts: 182
I also observed that an mg garrisoned in the church can fire upon units that are capping the american center cutoff, while the said mg probably can't reach units capping the wehr player's cutoff due to the wooden shed. I might be wrong though, seeing as I haven't been able to test it.
Posts: 934
Good job TribalBob and thank you
I do think that the resource amounts might need some tweaking but gameplay will test that best. I got the map installed, after much frustration, so if anyone wants a game just let me know!
Posts: 160 | Subs: 3
Posts: 182
I do think that the resource amounts might need some tweaking but gameplay will test that best. I got the map installed, after much frustration, so if anyone wants a game just let me know!
Hey, I'm only a lvl 12-13 in auto 1v1, so you'll probably stomp me, but nevertheless I'd be willing to test the map a bit. You can add me under RatzingerXVI, although I doubt I'll have time for a game today...
Posts: 399 | Subs: 1
Posts: 2807 | Subs: 6
Posts: 241
Posts: 934
Things I would change maybe are:
- The center church may have to be moved to the right slightly. Reason being is a sniper can 1 shot every unit that enters through the main entrance in the early game. It has an insane range also for hitting units in the north and south of it but at least there is shot block cover there. Either way its irritiating and can only be removed with a huge fast flank or forces wsc. Early game though this is hard to do.
- Can you use the smaller church because this one is quite difficult to take from Wehrmacht and has a 360 degrees shooting window. Possibly test with the Semois church?
- House left of church roated by 180 degrees so America can enter it or use another house to add door on the otherside
- This one is just to avoid annoyance. The south base (America) exit point which leads north is never used due to unit pathing I find. You always have to shift click on your island to the north then into the mainland if you wish to use the frist and second bridges from the north. Otherwise the rifles will always use the 3rd bridge to go to the north mainland I notice. Can it be fixed with rearranging the base hedge line a bit?
Nice map though
Posts: 2807 | Subs: 6
Stephennn prideposted MVGame
3 games on Trollville, 3rd one is really good i must say
What i think about this map? must be added to CoH and in rankings map pool because it's really good.
I played 3 games as WM and it's really hard for them, lot of covers which might be good or bad, main battles are near church and cut-offs are near so battles are intense, but rest of the map seems to be abandoned, nobody fights there, i'm talking about med fuel and high muni.
What changes i'd like to see:
- Church move back slightly, and the graveyard or make smaller church
- muni points on middle should be +10
- change bridge position on USA side (this near cut-off) and place it further south (cut-off too)
- same thing with bridge on WM side
I think that's all for now
Posts: 1164
Are you guys releasing something small to patch the maphack/drophack/synchack if you guys have time to incorporate a whole map into the game?
i can answer this one :-)
--> NO
Posts: 1944 | Subs: 2
Posts: 182
If a patch was made to add this can you also add Argentan, Bois and Bayeux?
although they probably need a bit more tuning. Bois seems to slightly favor Americans, while argentan seems to favor Wehr. bayeux probably needs more feedback.
Posts: 1944 | Subs: 2
Posts: 160 | Subs: 3
@Stephenn
- I'll tune it a bit
- The center church is the same one used in Semois. I could replace it with a much smaller church, but it would probably look a bit silly. I'll look at putting some more flank routes in for Right base (I was toying with the idea of replacing the right cemetary wall with another hedgerow; would hopefully prevent units from getting sniped as they come across the bridge.)
Alternatively, I could just destroy the bell tower and be done with it
- The two-story one left of the church and north of the main road? Or the one near the cafe?
- I'll look into it
@BartonPL
- Again with the church! Now that I think about it, I might be able to use a smaller church and modify the area to work.
- Oops, I lowered the fuel points to low in the center and I guess I lowered the muni points without thinking... I'll revert those back to medium
- I'm not sure what you mean about the cut-off bridges? You mean have them further south from the Church?
@RiSiN
- Making this on my own free time
- No, I'm not a network engineer; I don't know how to do that
- Thanks!
@Basilone
- If I get the higher-ups to add this one, I will make a personal request to see if we can add those for you guys, too. I recommend if you have any more balancing that needs to be done, that it be done as once it's added, it probably won't be easily modified.
As an aside, I was thinking about trying something radical to this map. I was going to make a copy (to preserve the current version as is) and play with the idea of reducing the number of crossings to the center to three a side, but then adding a crossing to the north and south that would connect the two main landmasses (probably as shallows). My thought was that it might give players more opportunity to flank around the center if the other player has it fortified fairly well. Opinions?
Posts: 2807 | Subs: 6
- I'm not sure what you mean about the cut-off bridges? You mean have them further south from the Church?
Yes
Posts: 1550 | Subs: 7
As for Balancing. Let's wait with that Can of worms until we can be assured it will happen i think.
Posts: 160 | Subs: 3
- I swapped out the church for what I assume to be the Semois church.
- I moved around some hedgerows near the cutoff points to prevent units in the church from hitting them (Hedgerows!)
- Swapped the building to the left of the church with a 2-story stone building that has entrances on both sides
- I adjusted some of the pathing north of the left base to encourage units to go that way (I hope!)
- Reverted the central munitions points back to mediums
- Did some more optimizations around the rivers
In addition, I uploaded a second map file Semois-2-Alt. This is playing with the idea I mentioned earlier; basically, the goal is to allow a bit more flanking gameplay. This is achieved by adding two new crossing points to the very far north and far south ends of the river. These points directly connect the two sides and bypass the central island completely. In addition, I've reduced the connecting paths between the two sides and the center to three a side.
Note the minimap for the Alt version may not be totally accurate, also the art around the modified areas is basic.
Please let me know what you think; the alt version was something I was toying with recently, I'm not sure if it detracts for the map's gameplay or improves it.
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