New 2v2 Maps Hamlet and Chateau du Luv-Nest
Posts: 1617
Posts: 1593 | Subs: 1
Posts: 2635 | Subs: 4
Permanently BannedPosts: 1194 | Subs: 29
Posts: 471 | Subs: 1
Posts: 1021 | Subs: 1
I wanted to create a gap in their frontline. may be a too big of a gap. preventing harrassment was not the point though if the big size actually does hinder it that much.
i personally dislike those gaps in the frontline as most of the time the gameplay then becomes 2 1v1s instead of 2v2. the map also has many chokepoints, might be a good idea to open up some of them especially in the middle and right part. the middle also is very hard to attack, one mg and a pack howie for example are enough to hold it quite well, because attacking over red cover against green cover is pretty hard and flanking is mostly impossible.
in the right part in the woods at the top there is too much cover, pathing is a bitch in those parts in my experience
Posts: 823 | Subs: 3
#BringBackEindhoven No seriously, I was promised it will be back.. disappointing.
i really loved Eindhoven
Posts: 823 | Subs: 3
have you tried middle and one side for german? like not going so aggressive. I dunno. I have not played on my map on automatch and ...
this is a good point. I never thought big size will "back fire" but that was kind of the point. I didnt want a team able to get 50-60% of the map and be completely secure. I wanted to create a gap in their frontline. may be a too big of a gap. preventing harrassment was not the point though if the big size actually does hinder it that much.
In the VP areas there is also a difference, that top side has a woods blocking them a fighting side south side can stand around a circle of green cover. So you can't flank that vp unless you go through far aside..
i think time is the most important things in coh2,, when it is about getting the map, on hamlet you just need so much time for everything
Posts: 3602 | Subs: 1
But i really like Hamlet! I think it's a great 2v2 competitive map and i really like the night-day thing
So goodjob to PigSoup
Posts: 609
Luvnest is bad, but salvageable. The elevation changes need to be flattened out, the buildings need to be moved away from the fuel points and the heavy mud needs to burn in hell.
Posts: 149 | Subs: 1
Posts: 40
#BringBackEindhoven No seriously, I was promised it will be back.. disappointing.
This map was actually really good and pretty too.
Hamlet is just Crossing in the Woods in bigger and more campy, as said, the resources are hard to harass.
Chateau, I don't know, it's okay at best, north side is fairly easy too control with MGs, the south side has some weird building constellation.
I want at least 1 Prypjat back, and 1 Moscow removed, they should also make Semois 1v1 only again.
Posts: 1802 | Subs: 1
Posts: 4301 | Subs: 2
Crossing in the Woods is not supposed to be a 2v2 map, it was 1v1 only and relic made it a hybrid map. and i think 2v2 on crossing is horrible. I made Hamlet "so big" to ensure each player has a room to maneuver as much as 1v1 players do in maps like langreskaya. saying my map makes battles just two 1v1s, is like saying Steppes(6) forces you to play three 1v1s - it is the fault of the players imo.
and about FRP, I made the map when it was sov and ost only and to be honest, I still dunno how to deal with FRP when designing maps with the size I like. and i brutally hate FRP.
I am not just fanatically defending my map, I do agree that size can be improved in 1 direction. I see Hill 400 as an example (Oval Shape). I can push the bases closer to middle so the middle choke Victory point is much closer and corner points are still far but closer. and that will not have much impact on arrangement of all the points. and I can ease up on other choke points.
but since it is not like "once you get into this building then you will lose the unit" bug, i am not sure if relic will be interested in fixing it. but i dunno. and I can remove the rain if it is too hard to rigs. I have rain detail set to "0" so i hadnt noticed.
Posts: 589
The amount of red cover on Hamlet + the size of the map, makes harassing enemy resources extremely risky once any light vehicle is on the field.
Posts: 2693 | Subs: 1
Posts: 1021 | Subs: 1
saying my map makes battles just two 1v1s, is like saying Steppes(6) forces you to play three 1v1s - it is the fault of the players imo.
not quite - steppes allows for easy transitioning between the flanks, while on your map you have the giant chokepoint vp area in the middle, which makes that a lot harder.
Posts: 239
Posts: 113
Posts: 6
Livestreams
75 | |||||
44 | |||||
29 | |||||
156 | |||||
24 | |||||
15 | |||||
4 | |||||
3 | |||||
1 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.600215.736+15
- 3.34957.860+14
- 4.1107614.643+8
- 5.305114.728+1
- 6.916405.693-2
- 7.273108.717+24
- 8.722440.621+4
- 9.1041674.607-2
- 10.17146.788+1
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
37 posts in the last month
Welcome our newest member, zhcnwps
Most online: 2043 users on 29 Oct 2023, 01:04 AM