Maps you really REALLY do not like to play on
![avatar of ElSlayer](/uploads/avatar/10861.jpg?updated=1436977395)
Posts: 1605 | Subs: 1
If all of 4 player of your team don't play dedicatedly to win game in first 15 mins then it turns into 2 hour artyfest clusterfuck.
Lyenne Forest
Stretched map with strong disbalance on spawn points (north is in more favor)
Vielsam
Map split in 2 sections - first half of game is 2x 2v2. Not much possibilities for teamwork.
City 17
Stretched map too with much red cover (roads). Hard to use AT guns - hard to play factions, that rely on them (ost, sov).
![avatar of pigsoup](/uploads/avatar/7548.jpg?updated=1466571131)
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![avatar of VonIvan](/uploads/avatar/8110.png?updated=1538769493)
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Semois Winter: It's not that I don't like it, it's that I hate the weird cutoff point/fuel positioning/deep snow in bad places. Just need a re-design imo and it'll be good as new.
Stalingrad: Make all the green cover yellow cover, re-design some of the closed off parts of the map messing with pathing.
Road to Kharkov: Campfest
![:foreveralone: :foreveralone:](/images/Smileys/foreveralone.gif)
Bystraya: Horrible deep snow spots/bad resource displacement.
Einhoven: Paks can't do **** on this map and allies can just trollololo there way to victory on here.
La Glaize: Campfest
![:foreveralone: :foreveralone:](/images/Smileys/foreveralone.gif)
![avatar of PanzerGeneralForever](/uploads/avatar/5909.jpg?updated=1411283504)
Posts: 1072
1v1 Specifically
Semois Winter: It's not that I don't like it, it's that I hate the weird cutoff point/fuel positioning/deep snow in bad places. Just need a re-design imo and it'll be good as new.
Stalingrad: Make all the green cover yellow cover, re-design some of the closed off parts of the map messing with pathing.
Road to Kharkov: Campfest
Bystraya: Horrible deep snow spots/bad resource displacement.
Einhoven: Paks can't do **** on this map and allies can just trollololo there way to victory on here.
La Glaize: Campfest
Glad i'm not the only one here.
![avatar of CookiezNcreem](/uploads/avatar/9161.jpg?updated=1509430224)
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So wide open.....no flank routes....
![:foreveralone: :foreveralone:](/images/Smileys/foreveralone.gif)
![avatar of daspoulos](/uploads/avatar/10763.jpg?updated=1411438557)
Posts: 1116 | Subs: 1
Permanently BannedNorth sides fuel and cutoff points are retarded. You gotta funnel into your cutoff point, and you have to cross red cover into an open field with buildings on the sout side facing your fuel point. Not to mention its easy as hell to just focus down one point or the other to cutoff north from fuel completely because the north side cutoff has a large forest shotblocker than makes it hard to support both sides effectively. When in even skill levels north side is always at a disadvantage.
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Posts: 2470
i can't think of an answer for that one.
![avatar of Highfiveeeee](/images/avatars/april14_09.png?updated=1398148416)
Posts: 1740
a better question is "Which maps do you really LIKE to play on?".
i can't think of an answer for that one.
I know that feeling...
Speaking for myself there is no map where I think 'Great! I love this one!'
It's more a feeling between 'Well, okay' and 'Meh..'
![:snfPeter: :snfPeter:](/images/Smileys/snfpq.png)
![avatar of Goldeneale](/uploads/avatar/14467.jpg?updated=1433432968)
Posts: 176
hates sittard loves lyon
or sarcasm?
I don't know if it allowed anything above 2v2, but I certainly never played it above there. Just by having more bridges than there are players on each team you really open things up, and then the narrow infantry bridges on the side were also really cool.
On Sittard you always have at least one player per bridge per team, and it's just commonly accepted that you blow up your bridge.
Also could be that I played it mostly 1v1, I dunno. It never became a big artillery fest for me, it was always very tactical.
![avatar of 1[][]](/uploads/avatar/9394.png?updated=1397144681)
Posts: 172
Crossing in the woods
"Which maps do you really LIKE to play on?"
Moscow outskirts
![avatar of ZombiFrancis](/images/no_av.png)
Posts: 2742
I always veto blizzard maps on principle, as well as any that feature a lot of deep snow or mud. They are great ideas and all, but they simply don't mesh well with the game as a whole.
I feel a lot of maps throw down LOS blocking objects unintentionally and/or randomly, as well as position objects in manners that don't take into account that CoH's pathing is calculated on a rigid checkerboard of a grid. Minsk Pocket is a major offender of this, imo.
![avatar of chipwreckt](/uploads/avatar/11858.jpg?updated=1408747008)
Posts: 732
Minsk Pocket
Crossing in the woods
"Which maps do you really LIKE to play on?"
Moscow outskirts
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![avatar of Aerohank](/uploads/avatar/8718.jpg?updated=1398802096)
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![avatar of __deleted__](/images/no_av.png)
Posts: 1225
That being said, maps I don't like to play, regardless of faction, Stalingrad, Bystraya, Minsk Pocket, Kholodny Winter with its awkward placement of deep snow right out of the Western base, ergh. Does not mean I necessarily veto them tho.
![avatar of 1[][]](/uploads/avatar/9394.png?updated=1397144681)
Posts: 172
2v2 experience:
crossing woods+minsk = point big gun here, build wall there, bomb bomb bomb
moscow outskirt = well balanced, choke points and open ground offer serious decision making.
![avatar of TheSleep3r](/uploads/avatar/12572.jpg?updated=1414593508)
Posts: 670
I know that feeling...
Speaking for myself there is no map where I think 'Great! I love this one!'
It's more a feeling between 'Well, okay' and 'Meh..'
that feel when I love Stalingrad
![:foreveralone: :foreveralone:](/images/Smileys/foreveralone.gif)
![avatar of Thunderhun](/uploads/avatar/6301.jpg?updated=1490735219)
Posts: 1617
Angoville was completely fine in COH1 because tank trap, fast wiring speed, and cut-throat penalty cutting wire under fire.
Yeah..was fine in COH1; but try clearing that house with WFA; especially with OKW.
![avatar of __deleted__](/images/no_av.png)
Posts: 1225
Yeah..was fine in COH1; but try clearing that house with WFA; especially with OKW.
Ye. Almost forces you into Scavenge for that reason alone, leaving you with no real suppression tool. Not that the Mg34 is worth much in that regard either, but still.
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2v2 experience:
moscow outskirt = well balanced, choke points and open ground offer serious decision making.
Whoever spawns south wins or has a HUGE edge. Too easy to get the cutoff.
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