I'm new to this, but slowly gaining control. But my graphics in the WorldBuilder are all fucked up and streched. Can anyone help me telling what I'm doing wrong? Is it somekind of wrong graphic setting?
What resolution is your monitor?
What hardware do you have? Most importantly what video card are you using? Cause that looks like a larger map.
What tile/splats/splines are you using and how many?
I played only a couple of times on Vilshanka but liked it each time. Can´t say anything negative about it really. Well done Tric and Theodosios.
Thanks, I'm glad you liked it. All I did was make it look nice. Myself and theo spend about 1-2 hours talking about the layout of this map, and it went through multiple iterations (master cutoff originally), hopefully this is up to snuff to stay around for a good amount of time.
Moving the points with the blue arrows causes building imbalances. As you would have to contest with indirect fire or flames if someone got an MG into either of the buildings. Especially a vickers vet1. So they were moved farther back to have the buildings still be effective, but not overbearing. Moving them forward as you suggest favors the west side base.
And sight blockers were added to the west base area. This was due to not having an additional flanking route as was created for the east area.
On the east there was also added additional green cover along the attack path from the house(s) to mimic the west.
The point that is just outside the base is a "Free" point. As we didn't want to make a massive secondary cutoff along the roads for multiple purposes (red cover, messing up vehicle pathing, and making the map too cutoff-centric leading to camping in the north/south and assaulting the middle vp / cutoff over and over again)
Also the discussion about the shorter distances between VPS is intentional. You have sight blockers, buildings and negative cover to traverse and fight through for all of them, except the middle vp which has no building coverage. If we were to space them either further out, you would get even more camping in buildings (right now it is pretty player/strategy specific if it happens) and cause stagnant play from securing north/south and only fighting over the middle VP.
For example if you swapped the munitions and the VPS that is even further from base to base and makes the retreat path that much more treacherous. You already see top players move in along the retreat paths with ease to secure wipes. This would become even easier to do with the objective being further away.
Also putting the fuels in the corners is a rule we learned long ago to never do. 1 MG covers the entirety of corners unless you want to put a million sight blockers there to break up the LoS. Which then messes up vehicle pathing, is easy to abuse defense structures around/mines, and still is holdable by 1 MG the majority of the game.
With even more spread of the resources, all you get is "select all my units and a-move to that destination", which was not the intent. This map favors players that can assault/harass multiple points while having main engagements in the central area of the map. During SMC with the current layout we have seen the map play largely different every time based on the player matchups. With some preferring to assault/defend from the north/south or sit in the middle. It also lends itself to several different strats that are neither OP or UP because of map design.
I'm not arguing that the map is perfect. None of them are. Especially when asymmetry (no matter how slight) is involved.
Also not including crossroads is a huge fault, as if its played in 1v1 it should be included in analyzing other maps.
I love this. "the map is boring" but is balanced and a player favorite? So I make a map that is fun and "its fucking shit" because people have to play differently on it, how does anyone win?
It is simply amazing to me. That there aren't more map makers or more contests to make free content for such a great and wonderful community that always acts like an entitled brat every single time they get something.
The veto button is right there. If it's boring, then don't play the map. Simple. But seriously what is this complaint? How am I or anyone else for that matter, supposed to fix "it's boring".
Like, I'm glad that you like most of my maps, but seriously. What does this sort of feedback accomplish?
"All the conflict points are basically a hop, skip and step away from simply attacking the other person's base"
Really? I would love to see you contest munitions and fuel and be in the persons base. I'm sorry, but I don't see it at all. I didn't see it in replays for 5 months. I didn't see it in the two separate tournaments of top 100 players or higher (mostly top 20 and higher). Those players didn't feel it either.
In fact, as I stated in the shoutbox it was almost in GCS2 by player request. It is in match making by player request. So truly... what do you want from us?
You want non-cookie cutter maps that are fun? Then add more maps and give more vetos, but that isn't on the horizon. You want balanced maps? Can't have non-standard ones then. Its a lose, lose every time, and the only thing "feedback" like this does is push the content creators out of the community. I know you may not be trying to be harsh, but seriously its going on 3 years now.
I've done my best, and so have the other mappers, to teach this community on how mapping works, and how to get involved yourselves. If you think you can do it better, do it. I'll help you. Its the whole reason I am here. You got 100 questions? I got 100 answers, but please... What you said in your post, you just described all maps in automatch.
If people actually want the maps from SMC, then people need to ask. I'm fine with whatever the co-creators want. As they get opened up to people crying about it to, and some people don't want to deal with that.
So until people ask and the co-creators say its a-ok. I won't do anything.
Well. There are two problems:
First: Those semi red cover streets are still counterintuitive construct. Most maps (i think all Relic maps) used full red cover roads or non red cover at all. There is no mixture of those "street mechanics". When i'm deleting the hole red cover roads people are not happy. So i can move the red cover subroad (it is an invisible road here that is generating the red cover) to the dragon teeth line. But like i said; it will feel awkward because only half of your roads will feel/behave like CoH2 roads (vehicle speed bonus). To be honest i would delete the hole red cover but it seems to me that no one else support those idea.
Second: Sturmpanther started a pool for the Westwall cutoff houses. The result is not clear. It seems to me that there are two groups; one group supports the houses and one group want to delete them. The problem is that there is not enough feedback. I can upload new versions but i think there is no feedback about the new solution. So i can change it but no one will tell me the result or gameplay impact.
If you delete the entire road the map will feel larger.
The solution is to do what we always have to do with roads when this happens, put craters on it, even if completely invisible they will provide yellow cover for safe passage. You could also try and negate this with ditches as they do the same thing.
Also the second point is correct, you will have people bitch about the houses staying or about them not being removed, you will never make everyone happy that plays the game. Trust your judgement on it and move from there.
Typically however, houses on the cutoff at all is a no-no. So I guess damage it out all the way/ sight block it so it isn't as strong, or out right removal.
See you in 4 months when it gets fixed. This is why there needs to be a separate automatch or closed testing client. The damn thing has been in rotation for 15 seconds and already something someone should've found on the 24 or so people that played it in a tourney.
Important to note it was widely the most played map in TWO seasons of the tourney.