Vielsalm
23 Jul 2018, 17:58 PM
#21


Posts: 1389 | Subs: 1
Will you update minimap too? It's not match with map anymore.
23 Jul 2018, 19:36 PM
#22

Posts: 2159 | Subs: 2
Will you update minimap too? It's not match with map anymore.
Nice catch! Thanks M8

Center house moved on Minimap. Updated to (8) Rosbone Vielsalm (v6)

23 Jul 2018, 20:23 PM
#23


Posts: 5441 | Subs: 36
Will you update minimap too? It's not match with map anymore.
Thank you!
6 Aug 2018, 05:00 AM
#24

Posts: 2159 | Subs: 2
Final version uploaded for (8) Vielsalm
A few major changes were made and many small ones.
1. The middle VP was in Red Cover so arty splat was placed to give yellow cover.

2. The right industrial area was on a large hill which would allow units to shoot under the walls. Hill was smoothed out and gates were added for eye candy since it was more level now. Truck positions were changed to allow for better flanking on large brick buildings.

3. Mine field area was cleaned up to let large AT guns path thru the barb wire, etc. Sturmpanther suggested moving dead tanks closer to VP so they were moved a little. An MG will not cover the VP from these positions.

4. Territory connections were wrong/imbalanced. North needed multiple connections to its munitions. South had two connections. Balanced so both have two connections to munition.

5. This map had HUGE hills everywhere. Most were smoothed out a lot. This left many floating trees. Spent hours fixing trees. Stroked out and head butted monitor.

6. The left barn was rotated and sight blockers were added/adjusted so it was closer balanced to the south building. A few sight blockers were added to the upper mid area as well, there were none and the south is full of them.

7. Added some cover to new mid building to pretty it up.

A few of the hedge/fence lines were cleaned up. There were places that looked like they may be fenced but were not, shrubs were removed to make it clear no fence was there and it was passable.
The main hedge splat had alternating sight blockers. So sections had sight block, no sight block, sight block, no sight block. Added sight blockers to middle sections so user does not get shot thru what appears to be a sight blocker.
Added a few extra sight blockers by south road where the hill was steep enough to cause serious FOW issues. In the worldbuilder the road could not see the hill but the hill could see the road.
A few major changes were made and many small ones.
1. The middle VP was in Red Cover so arty splat was placed to give yellow cover.

2. The right industrial area was on a large hill which would allow units to shoot under the walls. Hill was smoothed out and gates were added for eye candy since it was more level now. Truck positions were changed to allow for better flanking on large brick buildings.

3. Mine field area was cleaned up to let large AT guns path thru the barb wire, etc. Sturmpanther suggested moving dead tanks closer to VP so they were moved a little. An MG will not cover the VP from these positions.

4. Territory connections were wrong/imbalanced. North needed multiple connections to its munitions. South had two connections. Balanced so both have two connections to munition.

5. This map had HUGE hills everywhere. Most were smoothed out a lot. This left many floating trees. Spent hours fixing trees. Stroked out and head butted monitor.

6. The left barn was rotated and sight blockers were added/adjusted so it was closer balanced to the south building. A few sight blockers were added to the upper mid area as well, there were none and the south is full of them.

7. Added some cover to new mid building to pretty it up.

A few of the hedge/fence lines were cleaned up. There were places that looked like they may be fenced but were not, shrubs were removed to make it clear no fence was there and it was passable.
The main hedge splat had alternating sight blockers. So sections had sight block, no sight block, sight block, no sight block. Added sight blockers to middle sections so user does not get shot thru what appears to be a sight blocker.
Added a few extra sight blockers by south road where the hill was steep enough to cause serious FOW issues. In the worldbuilder the road could not see the hill but the hill could see the road.
9 Aug 2018, 20:22 PM
#25

Posts: 2159 | Subs: 2
Final version posted to steam as (8) Vielsalm

*note house right of middle VP moved to center line of map.

*note house right of middle VP moved to center line of map.
9 Aug 2018, 20:27 PM
#26
Posts: 222
Map available for perusal as:RosboneSalm
Updated for reasons above:
1. Building #1 added for balance.
2. Building #2 changed to barn. Mirrored on North.
3. Barn #3 damaged and un-garrisonable.
4. Old buildings looking over old fuel removed.
5. Fence openings(yellow) changed to allow for better flow.
6. sight blockers (red) adjusted.
FINNALY
9 Aug 2018, 20:34 PM
#27

Posts: 2159 | Subs: 2
FINNALY
Sorry, that version was not accepted for automatch

It is only available on my steam account for custom games.
9 Aug 2018, 20:40 PM
#28
Posts: 222
Sorry, that version was not accepted for automatch
It is only available on my steam account for custom games.
HOPEFULLY
i hope it gets into automatch
22 Sep 2018, 07:31 AM
#29

Posts: 558 | Subs: 1
Also the removing the smines;every faction can get a minesweeper and also there are ways where you can walk for free(yes for that one has to play this map more often or in custom)
Yellow
and what about retreating squads that get fugged over by RNG retreat paths?
22 Sep 2018, 11:18 AM
#30


Posts: 5441 | Subs: 36
and what about retreating squads that get fugged over by RNG retreat paths?
There are no rng retreadt paths. Its full understandable where the units retreat.
But yes to avoid that you have to play 2 left and 2 right side, the smines are gone now.
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SHOUT IT OUT!



Willy Pete: @Rosbone not dead yet. when that happens the font will switch to Papyrus 
Today, 00:16 AM

Today, 00:16 AM
aerafield: yeah I already prepared my "Can't believe there's comic mode for the 10 daily visitors even on this April 1st" 
Yesterday, 20:29 PM

Yesterday, 20:29 PM
Lady Xenarra: Does anyone else think that USF needs buffs? It feels like they’re on life support sometimes
Yesterday, 02:36 AM
Yesterday, 02:36 AM
Willy Pete: @Rosbone Ahh I missed that memo. I still think its a bad decision though. Adds frustration for players and isnt gonna make them that much money
Last Thursday, 15:46 PM
Last Thursday, 15:46 PM
Rosbone: It is also good they left it free until after the free to play weekend. Points for that.
Last Thursday, 09:34 AM
Last Thursday, 09:34 AM
Rosbone: But I agree, the cost to get a full decent Coh game pushing $115 US is not the best idea. Especially when it needs so much more work for casuals.
Last Thursday, 09:32 AM
Last Thursday, 09:32 AM
Rosbone: To be fair, it was a thank you to early fans right? They said it was not free for long and it would become a pay DLC at some point.
Last Thursday, 09:30 AM
Last Thursday, 09:30 AM
Willy Pete: Re-releasing free DLC so they can charge new players money for it. Brilliant marketing strategy 
Last Thursday, 04:31 AM

Last Thursday, 04:31 AM
Rosbone: Congrats to Relic. Looks like Coh3 has finally usurped Coh2 s the popular Coh. You smell terrific.
.
24 Mar 2025, 02:46 AM

24 Mar 2025, 02:46 AM
Nickbn: and again someone else replies. I mean come on guys. Give @adamírcz a chance
22 Mar 2025, 14:00 PM
22 Mar 2025, 14:00 PM
Nickbn: @Rosbone it's incredibly rude to speak on someone elses behalf, especially when a question is directly adressed to them. I understand your passion for the subject at hand but I want to hear from him.
20 Mar 2025, 10:16 AM
20 Mar 2025, 10:16 AM
Rosbone: @Nickbn No, I am just saying people should not be using any Relic owned forum since they have proven they ban anyone who says true things about Coh3.
18 Mar 2025, 19:01 PM
18 Mar 2025, 19:01 PM
Nickbn: @Rosbone do you speak on his behalf? I didn't know. In that case keep us updated please.
18 Mar 2025, 16:47 PM
18 Mar 2025, 16:47 PM
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