Company of Heroes 2

Company of Heroes 2

(2) Southern Alblasserwaard
Viser 11–20 av 21 bidrag
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Oppdatering: 26. jan. 2018 @ 4.42

-Duplicate upload, due to exporter crashing

Oppdatering: 26. jan. 2018 @ 4.42

-Added visuals for western base
-Added visuals for western base northern cutoff
-Adjusted balance for northern cutoffs for both bases
-Adjusted sight blocking on south eastern barn on secondary fuel cutoff to mimic the building of on the west
-Adjusted cover of southern walls/bushes to mimic cover provided by eastern version [upgraded from medium to heavy cover]
-Added sight blocker to eastern area between cutoffs and fuel to mitgate camping
-Added green cover in south eastern secondary cutoff to mimic high traffic area on western side
-Added craters along norther road section [nearest shallows] to give more cover while on the road to mitgate easier wipes on retreat path
-Added heavy cover objects inside shallows to mitigate easier wipes on retreat path
-Added FX/Splats for green cover objects

Oppdatering: 25. jan. 2018 @ 5.27

-Reupload due to test players having incorrect versions of the map

Oppdatering: 25. jan. 2018 @ 5.25

-Tested FX markers and adjusted accordingly

Oppdatering: 25. jan. 2018 @ 5.23

-Added visuals for eastern base
-Added visuals for northern cutoff point for eastern base
-Added FX markers in northern shallows
-Cleaned up general visuals throughout majority of map

Oppdatering: 24. jan. 2018 @ 6.04

-Reupload as original seemed bugged.

Oppdatering: 24. jan. 2018 @ 5.57

-Adjusted base layout and bunkers
-Adjusted first cutoff on souther portion for each base and added a green/heavy cover element to them
-Added sight blockers between secondary southern cutoffs
-Added building damage across map
-Added visual details for damaged buildings
-Defined southern area visually, added glider crash
-Added extra canals along the out of bounds area and "flooded" small plains near them leading into playable area near first southern cutoffs on both sides
-Added electricy poles along the map
-Height adjusted and smoothed deform layers along roads
-Improved pathing issue along secondary southern cutoff point for western base
-Improved general pathing throughout map by damaging out fences/walls
-Painted territory points near capturable areas so they would not become capturable inside buildings
-Added line of sight blockers inside both base areas along bunker toward northern cutoff points

Oppdatering: 23. jan. 2018 @ 20.33

-Adjusted FX markers

Oppdatering: 23. jan. 2018 @ 19.24

-Added FX markers [visual and audio]

Oppdatering: 23. jan. 2018 @ 18.50

-General visual improvements
-Defined territory sections
-Developed layout for south / middle of map