RELIC LOOKING FOR MAP FEEDBACK!
Posts: 117 | Subs: 5
Relic will be looking to make some targeted improvements to a few maps in the near future. Please post any feedback on anything map related in this thread. The more details the better and if you can provide screenshots or even vids that would be awesome. The purpose of this thread is to gather feedback on our current live set of maps. Thank you in advance for taking the time to post.
Eagleheart21
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Moving away from the blizzard issue, I would also like the relic map team to spend a lot more time one maps that have been taken out of the auto matching system for all mach ups, then those that are already in the the auto matching system, making them more balanced again. THis would bring a lot more, much needed variety back to the game.
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I also feel the large 4v4 maps are way too big to be in the 3v3 rotation. Maps like Lanzerath Ambush, City 17 and Hill 331 are simply too big for 6 people.
I will also echo that Trois Pont is junk and favors zerging down the east island. Just blow the bridges and camp the VPs.
Posts: 2561
Ettelbruck Station should not be in the 4v4 rotation. It's just too small and cramped for 8 players.Ditto on the 3v3 maps, but that has more to do with the lack of dedicated 3v3 maps. There wasn't a single map made for 3v3 in the entire WFA patch.
I also feel the large 4v4 maps are way too big to be in the 3v3 rotation. Maps like Lanzerath Ambush, City 17 and Hill 331 are simply too big for 6 people.
I will also echo that Trois Pont is junk and favors zerging down the east island. Just blow the bridges and camp the VPs.
Posts: 1664
Definitely take Eddlebruck out of the 4v4 map pool. Also all three of the vp's feel skewed to the South spawn.
No one likes Lazur Factory, no one.
Please make more 3v3 specific maps.
This one is a long shot but how about a doctrinal or standard ability to build the watch towers with engineers?
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Most map should be at least symmetrical around key resource point.
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Posts: 467
The mid VP is much easier to defend as south since there is nice big field to spread out MGs, mortars, AT guns etc while the north have a big building in the way there and the train cars to slow down any units advancing from the north east of mid VP.
The right VP is also favoured towards south as there is much more space to place MGs and mortars etc with some green cover 'bunkers' whereas north has none of that (maybe 1 green bunker if I remember correctly).
Quite the imbalanced map I would say.
Ettelbruck is awful for 4v4, far too small.
Stalingrad is much more favoured for allies due to CQC and should be removed from 1v1 rotation.
Also, bring back Angoville!
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Semoskiy summer
- With 4 players, this map becomes just too clustered with it's narrow chokepoints.
Trois point
- Same as Semoskiy summer, also sturmpio wire makes this map all hell to navigate.
Minsk pocket
- With 4 players, flanking becomes even harder with long flank paths of the map.
Crossing in the woods
- Too small for 2on2 play, rivers make the match always excalate into artyspam.
Posts: 431
- On Road to Kharkov, it's much, much easier to defend the middle VP from the northwest spawn. There's an abundance of cover walls that makes the middle VP incredibly easy to camp MG's on, meanwhile the southeast player(s) must try to break through two chokepoints, or else come from the left that has buildings the northwest player could camp an MG in, or from the right which basically has no cover.
- What happened to Langreskaya Winter? I see no reason why an already-made map just gets removed from the game entirely, rather than just the competitive map pool. It's odd.
- It is incredibly easy to barbed wire block the middle VP on Hurtgen Forest from the north spawn. I've done it multiple times and it completely shuts down early aggression from the south players. Especially if you're Oberkommando since reinforced wire can't be cut.
- Please, please make Langreskaya and Kholodny Ferma 2v2-compatible again in custom games. They're some of my favorite maps, but my friend and I can't do 2v2 custom games on them anymore. I can understand them being 1v1 only in ladder, but why custom games as well when they didn't used to be? I don't know why this decision was made, as it doesn't really change the game in a positive way.
- The recent changes to Kholodny Ferma are great. They open up a lot more flanking routes and it adds a lot to the map. Good work!
- I believe Kholodny Ferma is grammatically incorrect. I'm not a native speaker; I'm just a guy who has dabbled in studying Russian a bit so correct me if I'm wrong, but Ferma, or Ферма, is a feminine noun with the masculine form of Kholodny, холодний, describing it. It's like saying "la hombre" in Spanish. You may notice if you put CoH 2 into Russian language via Steam's language option that it is correctly written as Холодная Ферма in the map list. Transliterated into English, this would be read as Kholodnaya Ferma. This has been bugging me forever. Maybe Arclyte can confirm this, or just tell me I'm dumb.
- The fuel points on spring Semoskiy should really go back to where they were when the map was first ported to CoH 2 (and how it currently is in the winter version). Having fuel right next to the base makes the points nearly uncontestable and takes a lot of tension from the match.
- Please do not remove Crossing in the Woods from the 2v2 pool! People can always veto it, but I can't put it back into the pool! I'd be really sad if it went away, and I don't arty-spam, anyway.
- I hate to sound non-constructive, but Trois Point is honestly just bad. People in the north spawn always just bum rush the middle island and blow the bridges, turning into an campfest arty party. It's basically The Schedlt 2.0. I know that's like asking to completley redo the map, but making at least one bridge indestructible would at least help. Or at least not giving the island with the bridges 2(!) of the victory points.
- This is somewhat unrelated to maps themselves, but could you perhaps look into a way to sort maps in the lobby? One giant list is hard to navigate when you have a lot of workshop maps, as well as when the map pool grows over time without them. A popcap/resource income option would be nice as well, but only so I don't have to wade through trudges of terrible high resource garbage maps that people litter the workshop with, even remakes from the first game.
Posts: 747
Maps in 2on2 rotations which are not really suitable for 2on2 play:
Semoskiy summer
- With 4 players, this map becomes just too clustered with it's narrow chokepoints.
Trois point
- Same as Semoskiy summer, also sturmpio wire makes this map all hell to navigate.
Minsk pocket
- With 4 players, flanking becomes even harder with long flank paths of the map.
Crossing in the woods
- Too small for 2on2 play, rivers make the match always excalate into artyspam.
Agreed completely. AlsoHürtgenwald could probably need some rework. It seems to me that the bottom team is heavily favored on this map.
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