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The error makes me think of the ones I had on COH1 which often were cause by conflicting mods.
I'm really bored by 50% of the workshop map being middle bridges / trenches standoffs or Relic's plains with 3 houses. Asymetic maps like these are really good, so thanks for the map rework.
And thank you for the thorough message, good day mate !
Our first objective was to secure the village as bridgehead, but we were pushed back on our river side. It took us almost 2 hours to retake the village and secure it with antitank barriers.
Then we built a defensive line throught the marsh, more than 2 hours.
Finally we manage to get near their bases and destroy them.
We played only on 2/3 of the map
6 hours of continuous havoc :D
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1524523297&searchtext=
The original map maker of 8p Linden is Phoenix and it is surely a beautiful map like all his work. The map comes originally from COH1.
The intent here is to have this map be entirely different from his and providing it is stable enough the addition of destructible/crushable trees in groups will make it more so.
More improvements will come... (and yes screenshots will be posted when there is time)
There were also a large amount of impassable groves on the map that have been removed. I expect I will add trees in groups if the map proves stable enough. The trees are a temporary barrier that will cause movement and tactics on the field in a way that the destruction of the trees during the battle allows movement pathing and tactics to evolve during the battle. Impassable groves do not allow players to alter the battlefield.
Hope you enjoy. Any issues please let me know.
I usually don't like river maps due to the choke points they present and the ease with which bridges are destroyed. I predict team 1 (river team from the west) will have the most issues with the bridges in expanding easily but may also try to hold out in a losing match by withdrawing north across the river.
However, to a certain extent the map entry points will overcome this issue, allowing reinforcements to deploy beyond these choke points.