Kholdony Ferma;
Flooded with trees and sight blockers, durable buildings right behind your cutoff which can be occupied by captain jack and deny vehicle play and cover use (He instagibs units behind cover), or locked down by vickers/42. The map is also overall very big, almost an autolose for axis who lack mobility and survivability. The cutoff points are also way too hard to secure as they are far far away from the base spawns.
Minsk Pocket;Another vast map only suitable for 2v2. Full of sight blockers and trees where the A-moving bar blobs reign supreme. Again an autoloss for axis 1v1 due to the lower mobility/survivability.
Sturdzof; A map mainly built for partyjoans trolling or vickers/maxim abuse. Too many ultradurable bulidings.
Semokiy;The buildings placement, the gross position of the lakes and the remote spawn points where it takes a full minutes for units to just arrive on the map make for an utterly garbage 1v1 experiment.
Map Design is where this game failed at
19 Jan 2016, 14:05 PM
#1
Posts: 322
18 Feb 2016, 14:57 PM
#3
Posts: 1467 | Subs: 4
2 of the maps you mention are ports from vCoH, so with the change in how map resources work the overall flow of the map has changed dynamically. Before you would have to contest different portions of the map much longer than you do now (fuel and munitions points), where as in CoH 2 the fuel and munitions points lose value as the game progresses much faster than the VP's compared to vCoH.
You can stop building cutoff points with simple usage of barbed wire, mines, flares, tank traps... all kinds of unique options to stop the using of houses behind your lines, and possibly wipe a squad.
If they do get in behind the lines, no one map forces you to lose one manpower point and lose all connection to your territory via that one point, only a portion of it, move on a control another section of the map, until you are able to contest his defensive position. Make him react to you, not the other way around.
I do agree with you some of the (2 - 4) maps are very precarious to play 1v1, as it quickly becomes a cockroach fest where you are constantly decapping and recapping things all over the map, but that is just how those maps play out (Angoville feels this way at the start in the more open side of the map).
You can stop building cutoff points with simple usage of barbed wire, mines, flares, tank traps... all kinds of unique options to stop the using of houses behind your lines, and possibly wipe a squad.
If they do get in behind the lines, no one map forces you to lose one manpower point and lose all connection to your territory via that one point, only a portion of it, move on a control another section of the map, until you are able to contest his defensive position. Make him react to you, not the other way around.
I do agree with you some of the (2 - 4) maps are very precarious to play 1v1, as it quickly becomes a cockroach fest where you are constantly decapping and recapping things all over the map, but that is just how those maps play out (Angoville feels this way at the start in the more open side of the map).
18 Feb 2016, 15:27 PM
#4
Posts: 1534 | Subs: 1
Some of the maps need a total rework or removal.
Add xwoods to that list as well.
Add xwoods to that list as well.
18 Feb 2016, 15:35 PM
#5
Posts: 1166 | Subs: 1
4v4 maps as well.
It seems that when formulating how to create a map for 8 players, designers put more emphasis on the length of the map rather than the width. Having a longer map does nothing for 4v4 - it just takes longer to reach the action, especially for factions without a FHQ.
4v4 Maps should be designed with a larger width. This will mitigate maps being locked down by bottle necks and will encourage flanking opportunities.
Width > Length for 4s.
It seems that when formulating how to create a map for 8 players, designers put more emphasis on the length of the map rather than the width. Having a longer map does nothing for 4v4 - it just takes longer to reach the action, especially for factions without a FHQ.
4v4 Maps should be designed with a larger width. This will mitigate maps being locked down by bottle necks and will encourage flanking opportunities.
Width > Length for 4s.
18 Feb 2016, 15:38 PM
#6
Posts: 88
BannedI really feel like I don't have enough vetoes when going for a game.
I kinda agree with this topic. The maps are soon important for this game and we have many good mappers out here.
A BIG plus one for this thing. Linear maps don't make sense as it just takes AGES to get to the battlefield.
Plus, more wide maps are good for flanking.
Dude, you're winning streak as 4v4 (132) is crazy Damn!
I kinda agree with this topic. The maps are soon important for this game and we have many good mappers out here.
4v4 maps as well.
It seems that when formulating how to create a map for 8 players, designers put more emphasis on the length of the map rather than the width. Having a longer map does nothing for 4v4 - it just takes longer to reach the action, especially for factions without a FHQ.
4v4 Maps should be designed with a larger width. This will mitigate maps being locked down by bottle necks and will encourage flanking opportunities.
Width > Length for 4s.
A BIG plus one for this thing. Linear maps don't make sense as it just takes AGES to get to the battlefield.
Plus, more wide maps are good for flanking.
Dude, you're winning streak as 4v4 (132) is crazy Damn!
18 Feb 2016, 15:44 PM
#7
Posts: 640
4v4 maps as well.
It seems that when formulating how to create a map for 8 players, designers put more emphasis on the length of the map rather than the width. Having a longer map does nothing for 4v4 - it just takes longer to reach the action, especially for factions without a FHQ.
4v4 Maps should be designed with a larger width. This will mitigate maps being locked down by bottle necks and will encourage flanking opportunities.
Width > Length for 4s.
Whereas the 2v2 map Vaux Farmlands is so wide it's sometimes difficult to play even with 2 players on the same side. The map design is pretty inconsistent.
That being said, we've seen a lot of improvements - especially in the 1v1 area. But yeah, minsk pocket is too big for 1v1. Lierneux for 2v2 is badly designed, because the 2 VPs are in the north where there's no cover, just open space where the axis can lock down the area pretty easily.
One of the VPs should be in the middle like in most other maps. The current layout makes harassing all the VPs nearly impossible and forcing you to play 2x 1v1s sometimes, which obviously isn't a very good thing.
18 Feb 2016, 21:04 PM
#8
Posts: 196
Lienne Forest and lanzerat ambush are a pretty good examples of bad map design. The whole right portion feels like a MOBA, too corridor-like which renders maneuvering and flanking basically impossible, it becomes a rugby match.
I hate corridor-like maps. they are all about attrition and game mechanics abuse.
I hate corridor-like maps. they are all about attrition and game mechanics abuse.
19 Mar 2016, 14:36 PM
#9
Posts: 794
Ferma sucks. It is designed for Brits/OKW sim city.
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