One critical piece for getting good maps is understanding the game. It would be great to get together a list of things that should NEVER be in a competitive map.
EXAMPLES FROM COH2:
- No buildings on cutoffs.
- 2v2 should have a safe fuel. Dont put it on the mid-line of the map.
- No large HP buildings on important points.
Since the mechanics of Coh3 are different, we need a new set of guidelines for mappers. This needs to come from top players and their experience so far playing Coh3. This is the only thing to ensure we get good maps! So please post here or join the testers portion of the mappers Discord!
QUESTIONS FOR COH3 PLAYERS:
- Are a large number of buildings a problem?
- Put buildings on the cutoffs?
- Do taller buildings give more sight and elevation bonus so dont use them near important points?
- Dont use elevation near important points?
Anything you guys can think up would be helpful.
- Are a large number of buildings a problem?
Yes and no, on villa it was a problem because it forced you on an uphill battle immiedatly on top of then facing garrisons. They can be really problematic, but one thing i noticed was the factions themselves are far more resilient vs garrisons as they have actual counters (Breach and accessible flamers unlike okw and brits)
- Put buildings on the cutoffs?
1-2 window ones that give no height advantage is prob fine
- Do taller buildings give more sight and elevation bonus so dont use them near important points?
Yes to both, Watchtowers exist as well i think and they add an interesting element that normally is basically unsued in garrisons (sight)
- Dont use elevation near important points?
nnnnnnnno? It CAN work, twinbeaches is a good example, but you have to be MEGA careful