thanks for the reply. ofc i dont have too much live testing right now so i was brainstorming for the most part.
this map reminds me of (6) pavlov's house.
It's ok. You hit on things that we weren't sure about in testing, but it plays better this way, so this is what we went with.
Also pavlov's house I never played, but I went and google'd it real fast and it has the same visual theme, so I can see why you would say that just from glancing at it. |
I feel this map feels a bit tight not because there arent open spaces but because the Building Sectors are way too long and divides the map too much. Since the map is not steppes-open, players are going to be presumably positioned like indicated and their path to each other will be blocked by the two long building blocks. So they either have to go around all the way back or through the very centre ground getting spotted, etc etc.
The other building blocks away from the centre are also too long, making those beige colour area unsuited for use - sure, they can be used to flank but they are just cornered into the tightest space. So nobody would go there except to cap the resource points.
The same is not the case in NorthWest Sector(Northwest Sector indicated in yellow) where the area is not too 'tight' because there is an opening indicated by the circle. So that area do serve a purpose either than to just have a cap point there.
I think that would be the gist of my suggestion for all the indicated building blocks. I know most of them have a building so that normal infantry can pass through but in the late game, i feel the map should open up a bit more for bigger armies with vehicles: My suggestion is reassemble a respectably wide part of those building blocks with rubbles and shot blockers that can be crushed by medium vehicles+.
p.s. I want to hear people's opinion about the capping circles. Not about coh1 system v. coh2 system but about the size of them. I feel their size are just too big. It is so hard to get around undetected because the capping circles give you away and they are just darn too big. I think they can at least half smaller.
All though everything you put down is valid in one way or another, the distance traveled from each point to the next is exactly the same (or at worst within 5m of each other), this is why there is no division in the middle of the long building rows (as I spent about 2 months testing it after tightropes cast, and there was no way it was going to realistically work), as it would entirely redo pathing and the complete dynamic of the map would change, which would lead even further to the "tightness" you describe as the building rows serve to hinder movement in a lot of ways.
Those flanks are used quite often, btw, from players used to the map. You get large scale vehicle flanks due to the way the mid plays. Unless you enjoy beating your head off the enemies defenses and letting them get arty.
Making medium crush rubble would require the entire map being redone as it would be all or nothing, if it isn't consistent throughout the map people complain like no tomorrow, although it was something I thought about originally, it won't make sense to the average player that casually plays and will be even more frustrating. I thought of putting the crosses across the long building rows in the mid with medium crush, but it is not consistent. (players just think that all rubble is crushable), so I didn't implement it as that was the feedback I received during the last few months of testing.
Also the capture points should be able to be smaller, but right now the standard is a radius of 18-20, very few points can be pulled down smaller, unless you put it directly next to indestructible objects (building rows, groves) and half it from there. |
At least we got new veto with Halbe so I can always veto that map. Come on guys, coh isnt about clusterf*ck maps or open maps. It about mixure of that combined with good tactical houses, yes there are cut offs but without interesting houses, map divided into nice sections that can cooperate and some magic(e.g. don´t make half of map and then copy it) it cannot work. Thats why Kholodny is such an awesome map
So you don't like the new map? Well Halbe was the overall BEST map that the players for the 1v1 tourney played, that comes from Barton, Hans, and Noggano, along with being fairly rated overall by the judges of the tourney.
Perhaps those same people don't like Kholodny.
Perhaps people don't like fighting from house to house (Arnhem Checkpoint).
Perhaps people don't want the same maps made over and over again.
I fail to see how you're tone is welcoming at all. Why do all maps have to be what you want? When the people that originally participated in the tourney this was voted the best overall? Perhaps that was the time to make your opinion heard, during the 8 month feedback period, and then again during the 2/3 months we were able to update maps.
I don't see how anyone, mappers or otherwise, learned anything from your post. |
Not quite both of you.
A team from Relic gets together every now and again to implement big patch stuff. Kyle fills in gaps inbetween but he wouldn't be able to install a patch.
Why is this even out? This has been scheduled for March since forever
This isnt the balance patch.
And it really isn't wrong. There are a few (and even that may be too high) other people occasionally come over from DoW team to assist, but it is largely inpart just Kyle working on everything himself. As they don't have the resources, or the care to actually support their product correctly any longer.
Choose which ever you like, but this is the truth.
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No, Kyle is the community manager, he is not in charge of changing the game.
Wrong, he is the everything, he does it all cause Relic won't pay for a proper team anymore.
He was the one who put the update through. |
That's unfortunate. Well, thanks for the update. It's interesting to get a scoop from the inside.
Yes its just very tough ATM, not saying there aren't plans, but its just very tough. |
There aren't even one or two that could work? I'm not trying to bitch and moan here, but I don't think it's an unreasonable request considering it's the most played game mode.
It is unreasonable.
This is why. We have to contact the original map maker, see if they are willing to put in the testing and QoL changes that they will all need.
They are almost 100% inactive, so then we have to unpack the map ourselves and do all the work ourselves, then still give credit to them and that is IF we find any that are even 50% completed as most aren't.
And if they are completed they are almost certainty stolen campaign maps where they did next to zero work OR horrifically unbalanced OR a comp stomp map.
Now that is not to say I / we don't have plans to try and get this remedied, its just the timing isn't right. AKA the holidays and Relic wanting me to host a 2v2 map making tourney at the end of Jan that I am not even sure about. |
Unless I'm just completely ignorant of how this process works (which is possible), none or at least very little of that time is Relic's. There are already hundreds of possible maps you could use on the workshop with a little quality checking. Besides, every map is going to take someone's time, yet we got four 2v2 maps, plus several more 1v1 and 2v2s the last time they added maps. We can't even get one 4v4? Come on.
You do understand that 99% of the maps on the workshop are very very low quality or stolen right? And that all of these maps outside mine was made years ago and abandoned? We had to upgrade and change them ourselves, it takes a ton of our hours just do get 4 2v2 maps. S |
I'm loving the patch, though I must say, why no 3v3/4v4 maps? It's not like it requires any effort on Relic's part whatsoever, and the current map pool is getting stale.
Cause the time it takes to make one, test it, and have it be "meh" by 1 person is about 8 months of time. |
2 VP map? I always wondered and wanted to experiment with that layout.
With proper layout, it'd be a happy medium between traditional VP and annihilation mode.
Yes, that is why its longer actually. To stop the base rape or mitigate it in such a way that if you don't actually succeed you threw pretty hard due to the long retreat paths and the way for people to get back in the game. We've had fun with it on the stream now for a long while, and it seems to play fine, the only time it is tough is the first couple of plays (like any map) and if you don't coordinate properly.
I'm sure there are some issues and things that need worked around or dealt with, as we can't catch em all, but yah. It seemed good for the long while we tested it. |