Company of Heroes 2

Company of Heroes 2

(2) Overloon Fields (V 2.1)
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Aktualizace: 5. led. 2021 v 20.11

This update is relatively small compared to the previous major update. It's intention was to work out the kinks of shifting base sectors to different locations such as issues with map flow and territory positioning.

Re-positioned various territory points and their sectors
(In doing research on other currently existing popular 1v1 maps point to point distances, I've determined the old territory sectors were placed to close to both each other and the mid. These have been pulled back and out to provide a better spread of play across the map and to help the map feel larger)

Cover and objects on the southern half of the map has been significantly widened and stretched out
(During internal testing the southern half of the map found itself very sparsely traveled. With the several tight locations and narrow roads players found it instinctively dangerous to travel into the south and engage in fights. This also indirectly will provide better light vehicle pathing on that half of the map)

Cover and Pathfinding pass
(While the pathfinding on the map was fairly good to begin with, I've decided to run through looking for trouble areas that may have caused issues and have cleaned up any minor wonky spots that could cause strange movement as well as improved retreat pathing in certain locations.

Aktualizace: 30. pro. 2020 v 14.11

Merry Christmas and Happy New Year! With the feedback and advice received from such large figures in the community OrangePest, Elpern, The_Angry_Dutchman, Rosbone, and many others, I've went ahead and significantly refactored the existing map to bring it towards a much more enjoyable state. Below you'll find a general changelog from the past week of editing.

Base Sectors pulled back and moved towards the corners.
(With almost universal suggestion, it was deemed the original iteration of the map was entirely too small. This was due to several factors but the largest issue was the distance of the Bases to both each other, the mid, and the farthest points of the map. With hindsight the old base design was destined to fail in the way it was executed. The new iteration solves this issue by stretching the bases away from each other to extend contact distance.)

The Sides of the map have been extended outward to provide additional room to maneuver and flank from.
(This was one of the other issues with map size, with additional side to side room to move, players can more easily flank and move about the map near the edges without being walled by infantry and machine guns.)

Territory Point restructured to better fit the new Base Layouts and increase travel distance from point to point.
(With the additional room to move, and the addition of new Base Sectors, the old territory point layout was outdated and has been updated. With feedback about map size these new points attempt to stretch the map better to provide a wider field for players to fight across.)

Several Sight Blockers added to impede strong sightlines across the middle third of the map.
(Initial playtesting showed that the mid and areas roughly around the mid on both players sides provided extreme power to units such as Machine Guns, Schwere Panzer Headquarters, and Snipers who could take massive advantage of these extreme sightlines to deal massive damage at little risk. These areas have been blocked off and should provide less power to these units.)

Improved Pathing in high contact locations.
(While I made sure in V1 to create pathfinding that benefited the player, there were still certain areas that were deemed extremely unfun to fight around. Namely the worst offender was the pathway between the small Shacks past the mid. These have been greatly widened, and the sightblocking objects in these locations have been modified to better visually represent the sight that they block to prevent player frustration.)

Various visual and cover objects moved and modified to account for the new map layout.
(Self-explanatory. Points Change, contact locations change, Bases moved. Work needed to be done to make these new open or closed areas fit the cover requirements and aesthetic of the map.)

Version 2.1 is currently being theory crafted. Various small decisions are in the process of being worked on. Including adjusting the Base Sectors to be a tad smaller at the far ends, visual improvements over neglected parts of the map, and prepping to even out the map borders or extend the map in directions as necessary.

Aktualizace: 14. pro. 2020 v 11.37

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