1v1 map, help with critique and title
Posts: 150
Map description: a small suburban community with some farm land around it. Roads create divisions within the map, as well as natural terrain features (such as a dried up stream). The middle of the map is densely occupied by objects, heavy cover walls with buildings nearby. The heavy cover is juxtaposed by negative cover on the nearby roads and in the middle courtyard where the middle VP is.
This small-town community is in for a rude awakening as axis and allied forces converge in is what will likely be a bloody, destructive battle.
Update 2: Changed resource layout slightly. Added a few small objects and removed a few trees. Adjusted a territory that was connecting with another territory that was not intended.
Update: Changed the resource layout to the intended layout (replaced 2x high muni points with low muni points).
The resource count is now what I originally intended: 40 Fuel, 70 Munitions.
Download the SGA: http://www.coh2.org/file/852/mpmap1v2.zip
Tactical map:
Pics:
Thanks for the crits guys/gals!
Posts: 210
Posts: 150
Looks like an interesting map. Maybe a little bit too much munition points but beside of that I like the cut-offs and the terrain itself Great map
You're right, I think I made a mistake, I think I meant to make the high munitions low instead. I'll change that up right now. Its meant to be ~70-80 munis : 40 fuel. It's like 90+ munis right now, def made a mistake there. Thanks for catching that
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Posts: 150
Wow.. make a cutoff to that + 16 fuel, right now u can go straight +5 fuel + 10 muni and + 16 fuel.
That's a good idea, I'll do some changing there, thanks.
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Posts: 150
nice stuff bro looks interesting! ill take a look, post a tac map to your first post in this thread? easier to get a quick look, oh and you can post links here and upload your map to coh2.org too ya know? check out your profile. thanks!
Oh shizz, I didn't realize I could upload stuff here. Thanks for the tip. I'll get an updated tac map up as soon as I can and put all the links on coh2.
Posts: 67
Posts: 1582 | Subs: 4
Still, given the dimensions of the base sector and looking at the tac map, it seems like this map is too small, even for 1vs1. The smallest 1vs1 map should be 256x256, which is Langres/Ango size.
Posts: 150
What's the size of the playable area? The base sectors look extremely small and definitely need to be expanded to conveniently fit all base buildings in there. This is a common mistake for some reason.
Still, given the dimensions of the base sector and looking at the tac map, it seems like this map is too small, even for 1vs1. The smallest 1vs1 map should be 256x256, which is Langres/Ango size.
Have you opened the map? The base sectors give plenty of room. And the map is 256x256 playable. The map does not feel particularly small to me when playing. I will look into the base sectors, but from my testing I have found them to be fine. I guess the real test is PE. The southern base may be a little smaller than the north, I'll correct that.
Thanks for the insight Onkelsam
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Posts: 508 | Subs: 1
Posts: 150
I admit i based my comment on a look at the provided screenshots and my experience. That's why i put it into a question rather than a statement. If the size is indeed 256x256 then it is fine. I'd still test the base sectors though. Angoville and Semois base areas are good examples here, Langres is a bad one.
Noted. I just took a second look and indeed the south base was a little smaller, but I still think it will be fine after the small adjustments I made. I moved the groves and hedges that confine the base back a little to give a bit more space. From my testing, the north base is big. I'll test this new change once I have a chance today. Thanks again!
I hope the size of the map is pretty small, because there's many access points, where to cross the river now. You want to prevent things like forever cap stall till M4 sherman rush for (stupid) example. It'd be a boring map. You still want it action packed around the center, and smaller skimishes on the outskirts of te map that's what makes semois awesome.
If the map is indeed small, Semois pin might actually be stronger. I need to download and play.
Map size is 256x256 playable. And there are a lot of shot-blockers and alternate routes that help flanks, but there is also a lot of cover, which can help defend flanks. Honestly, I'm a US player more so than wehr (I don't play OF factions) so I am curious as to how a wehr player sees this map and if there are changes that need to be made based on that. For example, the western corner is an open farm, while the eastern corner is a church/graveyard and is a little tighter to maneuver in.
Let me know how a test play goes.
Posts: 508 | Subs: 1
But my point still stands actually. If it's too small, pins might be big. (It's just a medic bunker upfront is all you need. you don't always need an MG to achieve a 'pin'.
I actually will download zis map too, cause it looks quite good.
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