View Full Version : What do you want fixed in current CoH Maps?
Relic
20th Mar 08, 10:35 AM
Yes, that's right, this is your opportunity to tell us what you want us to change about CURRENT maps.
Add a VP here, remove a VP, add a window (*cough*) etc etc.... let us know!
Please format your posts like this:
Map Name: Automatch Map Name Here
Change requested: Change suggestion goes here. BE SPECIFIC.
Thanks! :grouphug:
The0ne
20th Mar 08, 10:42 AM
Map Name: Beaux Lowlands
Change requested: Change from 4 vp to 3.
Map Name: St. Mere
Change requested: Fix some buildings (add or remove windows) or just remove the buildings.
Map Name: Wrecked Train
Change requested: Remove some of the wreck from the middle of the map. It messes up the vehicle pathfinding too much.
Brendan
20th Mar 08, 10:43 AM
Map Name: Lorraine and Others
Change Requested:Make it so that you cant shoot units in houses through walls with small arms.EG if you rush the central house of Lorraine, one side has no windows, yet you can still kill people with small arms through that side.
Relic
20th Mar 08, 11:04 AM
Follow the format please.
seraph7
20th Mar 08, 11:11 AM
Map Name: Hinderdam (will be sadly missed)
Change requested: To make it more playable add a central VP over the canal, shift the base defenses so they cover the openings into the base. Make the fuel point areas located by the side VPs larger to allow Brits to park HQs without trapping your own troops.
Map Name: St. Mere Dumont
Change requested: Tweak the buildings across from the church or remove them. Move the main fuel points so that Ketts can't cap them from the other side of the walls. Really annoying :)
Be good to this extended to the other non-automatch 1vrs1 maps so that they become playable and get back on the list.
LowlyGrunt
20th Mar 08, 11:19 AM
Map Name: Beaux Lowlands
Change requested: Widen river at centre of map so that BOTH players must cross a bridge to reach the +16MP in the middle (which will now be on a sort of outcrop). Also place a 5th VP here to avoid stalemates.
LowlyGrunt
20th Mar 08, 11:41 AM
Map Name: Sturzdorf
Change requested: The sort of raised concrete bit on the right (where the high fuel is) needs equally narrow/wide entrances at either end, so it is equally defensible from either direction. Right now the north player can easily wire it all off from the south, but not vice versa.
DrunkenBrawler
20th Mar 08, 11:51 AM
Map Name: Beaux Lowlands
Change requested: Change the map to 3 CPs
bavbav
20th Mar 08, 12:03 PM
well tnx buggo for this and i hope everything do get fixed. im going to write a list for 1v1 maps only because i dont play team games, but it will be long and i will explain all sugestions:
Map Name: Angoville
Change requested:
- the southern base needs more fences/obstacles to prevent easy going into base. wehrmacht suffers from this the most, since their bunkers have so narrow arc fo fire... enemy units can walk right past bunkers into base. so either buff bunker mg42 arc of fire (it is extremly bad. id expect it to have longer range then to compensate, but it doesnt, making it worst static mg) or add obstacles between spaces.
Map Name: Semois
Change requested:
- this is not a big issue at all. but in north base, enemy can always go and decap the 10 mun point right next to base, while on south position such thing is impossible. id suggest to move north player mg that to cover that small pass
Map Name: Langres
Change requested:
- its a great map. its symetrical. but it would be nice if 16 mun point would be abit more up so its not next to south palyers base
- also the strat point right below 16 mun point for southern player to be in more open space so it can be cut off more easy, just like north strat point to 16 mun is in th eopen and far from north palyer base.
- 5 fuel point right next to south player base is too close. pe flakvierling can cover it preventing decap, while other races mgs dont.
-middle vp should probably be abit more south, northern player always has easy holding it.
Map Name: Wrecked Train
Change requested:
- middle needs to be cleaned up. vehicles going throught it have pathign issues. mgs/ats setup to shoot somethign in middle usualy cant due to those weird plane winds or wagons. it is not clear through what they can shoot and what blocks their shots. infantry goign thought middle and searchign for cover is in trouble. there is no clear cover, some cover liek i said before dotn allow to shoot on other side, etc. it needs to be cleaned up and made mroe clear.
- right 10+ fuel point. it has tanktraps around it. this makes for impossible caping on thsi point by ketten/scout car/vehicles with raid/secured by brit trucks. tanktraps there need to be removed.
- left vp and 5+ fuel point. if u start on south and try to cap it with ketten/scout car or simply drive a jeep or bike there you cant. unit must go around, because there are some small obstacles. vehicles with crush can go through, but liek i said, jeeps/bikes, ketten cant and need to drive around. remove this...
Map Name: Hinderdam
Change requested:
- issue with base defences. wehr, us and brit base defence covers only 1 bridge, while 2 other passes to hq are open. panzer elite does not have this problem, their flak vierling can rotate 360. so either add 2 mgs to cover other points or the most easyest fix, allow other mg emplacements to rotate. rotating will in no way make them too good, pe flak will still be superior, but issues like this or angovile issue or for example comandos inside base would actualy be counterable if mgs would be rotatable. pe never has to fear commando in base because their flak is 360 degree.
- overall flow of the map is bad. adding a indestructible bridge in the middle to connect two island would make the map so much better. maybe even revent 4 vp to 3, 1 on th emiddle bridge.
- many bridges all over map all destructible. this leads to serious abuse, like placing a demo or goliath on bridge, wait for army to cross and blow up half of enemys army. not to mention that map doesnt have both island connected, it means killing bridges and 4 vps to incredible stalemates. needs to be fixed
- some bridges, for example if u start on left, the bridge on right of hq has some pathing issue with certain vehicles. for exmaple bren carier cant pass it for some reason so it goes around.
Map Name: Beaux Lowlands
Change requested:
- destructible bridge in middle. this is issue in that pe or brits secure this 16 mun point and kill a bridge. they still sit open this point from other side while you cant do anything.
- 16 mun point is also trouble. has no euqivalent on th emap so geting it means you have advantage. on lagres for exmaple, it has 16 mun aswell, you can atleast secures some other point of map. not on beaux. coupled with 4 vps, this map turns into stalemate
- vps on either side are too close. if ther emust be 4 vps, thats fine, but they shouldnt be so close. for insatnce, if u hold one side, you will always cap both vps because there so close. but you will lose other side so were back to stalemate
Map Name: St. Mere Dumont
Change requested:
- first, the north 10+ fuel bug needs to be fixed. currently, northren player can cap it without having to connect it with strat point and still get income. extremly annoying for south player, he cant cut north player from this fuel. he needs to decap it.
- window positoning all over map favors north player. if south palyer want to use mgs, he cant, because buidlings dont have windows facing north.
- at south vp, ther eis a narrow path leading to left 10+ fuel. it is extremly hard to see because trees are blocking it. i actualy didnt knew it existed, i onyl found out recently. needs to be made visible and also more wide so infantry can move more easly throught it
- 5+ fuels on both sides are covered by pe flaks and brit vickers, but not by mg nests and bunker mgs. so you cant decap pe or brit, but can us and wehr. placing base dfences more back so its same for all races.
- 10+ fuels can be decapped by ketten from other side of the wall. pe players are fully abusing this fact. i cant realy see a fix other than reducing ketten cap range so it wont be able to cap from afar thus preventing it to cap from behind walls.
Map Name: Sturzdorf
Change requested:
- the 5+ mun point in right corner needs a ramp to it, so south player can go in straight path. currently north palyer can buidl wire at 16 fuel point and prevent south palyer from geeting to 5 mun, 16 fuel and vp.
also as last thing, we need to be able to deselect 3 maps from 1v1 selecting. currently only 2. also these preferances need to be memorised, there are countless times i had maps deseelcted but still get it. also 2v2 map selecting pool needs 2 maps being able to be deselected up from 1. also cosnider adding map Duclair to either 1v1 or 2v2 rotation. (its 1v1 or 2v2 variants)
Texture
20th Mar 08, 12:17 PM
Map Name: Gilroys Harbor
Players starting N/E are at a severe disadvantage. Defenses in the center of the map control both the west and central VP's, and the south connectors are dead simple to block off, impossible to pass once arty is available.
Both corner VP's should have two directions of access. The eastern VP is already open to access, but the bottom connectors should BOTH be build to make it easier to get too. The western VP needs an access path from the northern base, not tuck it away along a long path that no one can ever resonably reach once Brits fortify the center.
Finally, change the center so that the VP isn't located so close to the southern bases but so hard to reach for the northern bases. Move it up to the location of the Windmill, and give the norther road area cover and houses positioned in such a way that they provide a less exposed approach to the center.
Overall goal is to make it a map with a true center to fight over, and equitable methods of reaching the edge VP's for both starting positions.
Soulblighter
20th Mar 08, 12:23 PM
FYI - anyone who does not follow the format, will have their post deleted.
mattcheung3411
20th Mar 08, 12:37 PM
Map Name: Hochwald Gap
Change requested: Remove all bridges and replace with ground, so theres no more bridge blocking with brits.
Thinking42Man
20th Mar 08, 12:39 PM
Map Name: Sturzdorf
Change requested: The north starting point has two distinct advantages. They have much easier access to the +16 fuel point in the east, with two ramps and narrow corridors to flank through, where as the south position must come up one ramp which is the most exposed to the buildings which can hold mgs, and which can easily be sandbagged/tank trapped off. I suggest adding new routes of attack for the southern player in assaulting the all important +16 fuel point. Also, please consider lowering the point to +10. They also have more munitions readily available, an advantage of 10mun over their opponent. I suggest changing two of the northern munitions points to +5s.
Map Name: Wrecked Train
Change requested: Please remove some of the wreckage from the center, it makes using MGs and vehicles overly complicated and unpleasant. Also, please remove the 'sawhorses' at the south approach to the western VP. Very light vehicles (kettenkrad, jeep) cannot access the raised area in the west from the south due to these barriers.
Map Name: St. Mere Dumont
Change requested: Disconnect the north start position from the +10 fuel in the northeast. It should be necessary to control the intermediate strat point in order to connect to and collect this fuel. Add windows to or replace the two buildings to the north of the central cluster, so that they have windows facing the center - as it is, the south player has a defensive advantage because he has more choices of buildings to garrison MGs in that have windows facing the center.
Map Name: Hinderdam
Change requested: Add bridges connecting the north and south areas of the center. Consider adding more base defenses or altering the existing ones so all entrances are guarded.
Map Name: Beaux Lowlands
Change requested: Please leave the VPs as they are. If you put one on the bridge, you encourage a British camp/arty-fest, and nobody wants that, especially on that kind of map with tight chokepoints. I think a better solution would be to widen the ramp leading to the west-southwestern VP so it's harder to sandbag/tank trap off. I do think an indestructible bridge would be a good idea so as not to favor the southern player in holding the +16mun point.
Thanks for addressing this, you guys are really on a roll :cube:
CroatNotBorat
20th Mar 08, 12:51 PM
Map name: Angoville
Change requested:
- When you moved the topmost house in vCoH, the minimap remained unchanged. If a unit is garrisoned inside, the minimap will show it outside the house. Not a big deal, though :)
Map name: Langres
Changes requested:
- Move the house on the right slightly. At the moment an MG42 inside it covers two resource points and a strat point. It's a bit too much - the corresponding house on the left of the map at least has a hedgerow that blocks the top left fuel.
- Some roads are not behaving as roads, but they are drawn as such. Transform them into plains, or roadify :) them
Map name: St. Mere Dumont
Changes requested:
- What others have said (remove buildings, fix windows, fuel bug, ketten capping)
- The hill on the south, to the left of the archway, needs to be removed entirely. It's a massive obstacle that messes up retreats to the south base - everything goes through the central road and the archway.
Map name: Semois, Gilroy's, possibly other maps
Change requested:
- Remove the rain. Please. Pretty, pretty please with sugar on top. Rain lags things and shouldn't be in competitive automatch.
GLGHicks
20th Mar 08, 1:07 PM
Map Name: Headgerow
Change requested: Move the start points into the corners as opposed to spread out, like hill 331
OliverDogg
20th Mar 08, 1:07 PM
Map name: Semois
Change requested: In the north-west of the map the low fuel point and the strategic sector are further seperated then those on the south-east, I find this favouring the left player.
kippcasper73
20th Mar 08, 2:01 PM
Map Name: Gilroys
Address the inherent imba's re vps. Adding one further vp, and shuffling the existing ones would be ideal. The map is basically a circle, and 2 of the vps are predisposed to be held by one side of the map. Not good.
BlackOmne
20th Mar 08, 2:11 PM
Oooh! My kind of thread. Hope we can extend this to all official maps (including non-automatch - perhaps fixing them can put them back in). If I repeat anyone’s idea, I did so for emphasis.
Map Name: Beaux Lowlands
Change Requested: Change from 4vp map to 3vp. Keep Corner VPs, remove road VPs and place new VP near center.
Map Name: Bernieres-whatever
Change Requested: It’s too easy for one side to secure the infantry-only “island” – take the emphasis away from it. Change from 4vp map to 3vp with just one VP on the “island”. Reduce all resource points on island to +5s. Switch two of the fuel points on “island” to munition points. Increase +5 fuel points on “mainland” to +10s, ending up with 3 +10 fuels on mainland.
Map Name: Best
Change Requested: Provide additional access to the side VPs by adding foot bridges that go directly from base islands to side VP islands. Current bridges to side VPs should be road bridges accessible by all vehicles. Add a second road bridge going from each base island to the central island, preferably one covered by a base bunker.
Map Name: St. Mere-Dumont
Change Requested: Fix the window facing of most buildings – either add windows or mix up the facings equally and fairly. Most building have windows facing toward one base while having blind sides facing the base, which means the advantage goes to the base on the blind side.
Map Name: Etavaux
Change Requested: Move the corner VPs onto the center axis between both sides.
Map Name: Gilroys Harbor
Change Requested: Much like Texture’s entry - center VP should move to near central windmill; bridges should start built; swap corner VP on hill with +5 fuel point area next to it and then provide access (road width) up the hill from the +5 mun area so that the fuel can equally be accessed by both sides.
Map Name: St. Hilaire
Change Requested: Reduce from 5vp map to 4 vp map. Remove the VP between the marshes and move the VPs closest to each base closer to each base along the road.
Map Name: Hill 331
Change Requested: Change +10 mun point just outside of one side’s bases to +5 to make both sides equal. EDIT- DISREGARD. I just noticed this was fixed by 2.3 by making the +5 on one side a +10.
Map Name: Linden
Change Requested: Of the two VPs closest to each sides bases, one is considerably easier to defend than the other giving one side advantage. Either move the central, large town VP to other side of the square or alternatively still move that VP the same way and add a 4th VP just outside of town in the fields.
Map Name: Lyon 2P
Change Requested: Something is messing with the pathing of AI-controlled units coming from the southern base, and to lesser extent from the northern base too. Suggest two things: 1) unlock the munitions areas next to the third bridge by opening the gates (neat idea but I suspect it may be causing the problem); and/or 2) widen the strip of land at the end of the rail bridge (also suspect AIs don’t like routing through island in this area, allowing the human player to capture it easier).
Map Name: Lyon 4P
Change Requested: Suggest moving VPs near 1st and 3rd bridges closer to bases (eg, near rail station and square-like area just outside the northern bases. Also, look into the pathing issues for AI players on this map. Both Lyon maps usually end up in having the AI units coming to a standstill, especially if the three main bridges are blocked leaving only the island as access to both sides.
Map Name: McGechan’s
Change Requested: I love this map and think it near perfect, but three +10 munition areas along one favor one side (default german) more than the other. Suggest swapping the road Strat pt near the default Allied side with the one +10 mun point near the 3rd VP, such that both sides have a string of three +10 mun areas leading out of their bases along one side. Currently, one side is mun/mun/mun/strat while the other side is mun/strat/mun/mun.
Map Name: Sturzdorf
Change Requested: Fix the elevated area as others have mentioned since it favors one side over the other. Suggest adding direct access to the +5 mun area in the corner from the neighboring strat area.
Map Name: Verrieres Ridge
Change Requested: Suggest getting rid of the special bunkers. I wouldn’t mind giving a set to both sides but I can’t figure how.
Map Name: Montherme
Change Requested: Make 2v2 map by eliminating the third base for both sides on the thin side of the river.
Map Name: Hochwald Gap
Change Requested: Add another road bridge to each base island.
Map Name: Schedlt
Change Requested: Make the destroyed road bridge built and in-destructible. Consider making the central island inaccessible early by damaging all bridges to it.
Finally, consider adopting some the campaign map conversions that have been made or make your own conversions. Some of those maps (Redball Express, Oosterbeek, etc) are really nice when converted to skirmish maps. This would help to increase the map count quickly with quality maps.
EDIT:
After seeing Limming's post, I want to second the suggestion that all maps should have a sunny, clear day weather selection, and rain should never be selected for automatch.
Limming
20th Mar 08, 2:53 PM
Map name: All that have even Vp's
Change requested: Change it to the closet odd number.This helps prevent stalmats.
And please remove the rain from automatch for all maps please? It lags some peoples computers and shouldn't be in competitive automatch.
Map Name: Mcgechaens War
Change requested: Shift the focus away from the left side, by redistributing resources.
- Make both +10 fuel, into +5.
- Replace top players middle +10 ammo, (in the top players 3x +10 ammo row on the left), with a +5 fuel to compensate.
- Replace bottom players middle +10 ammo with a +5 fuel to compensate. (the one in the little courtyard, by the 2 buildings)
- replace the strat point in the graveyard, with a +10 ammo. To shift focus a bit more to the graveyard, and make up for the ammo that was removed.
- move the VP out of the graveyard, and into the corner somewhere between the road and the right side hedges. So it's harder to lock down both the VP, and the high ammo point in the graveyard, at the same time.
Map Name: Lorraine
Change requested: Open up the southern part a bit, for the north west players. Currently the south, favours the south east players, and is far too easy to lock down for them.
- Remove some of the hedges on either side of the road, by the +5 fuel, towards the southern vp.
- Flatten the gradient of the slopes, where the hedges were, to allow units more freedom in these areas.
- Shift the +5 fuel slightly to the vest. So it's easier to go to by northern players.
- Move the +10 ammo in the north (across from the church, in the open area, by the little fountain), slightly more to east, to the other side of the house currently east of it.
Map Name: St. Hilaire
Change requested: Make the vest a bit more lucrative, and shift the focus slightly away from the city in the east. Also cut down on the amount amount of strat points, and VPs.
- Change the +10 fuels on the far eastern side of the harbour (the ones on the small piers), to +5 fuel.
- Replace the vestern most stratpoints (the ones in the swamp), with +5 fuel.
- Merge the 2 first eastern strat points, for for both teams (on the road - leading from either base into the city/harbour), into 1 strat point for each side.
- remove the 2 VPs in either side the city/harbour, leaving only a row af 3 VPs across the middle of the map.
Map Name: The Hochwald Gap
Change requested: Something needs to be done about the bridges on this map. Currently an allied team, can trap an axis team in their base for the first 10minutes of the game, with an HQ truck and a single tank trap.
- Replace the large bridge from each base area, with a normal tarrain connection, wide enough to not get completely blocked by a single HQ truck.
- Place obstacles at the far end of the small bridges, leaving enough room for infantry to pass through, but too little room for a single tanktrap to completely block the bridge.
- Make all remaining bridges indestructable.
Cwize1
20th Mar 08, 5:27 PM
Map Name: Hinderdam
Changes: Turn the high fuels to either low or medium and make it Odd VPs
Map Name: Gilroys Harbor
Change: Make the wide bridge complete, to begin with, to discourage camping
Vretsu
20th Mar 08, 5:31 PM
Map Name: Semois
Changes: Remove the rain. It spoils an otherwise near perfect map. Too distracting, even with the special ground effects turned off. Rain can always remain as a basic match weather option.
Treizoz
20th Mar 08, 6:27 PM
Map Name: St. Mere Dumont
Change requested: Either replace the map or fix some of the following things: Windows facing one way but not the other in the center, thereby giving certain start locations advantages. Too many buildings in general. The +10 fuel in the top right (closest to the top spawn) does not need to be connected by other points in order to get the resources from it. Add a +10 munition to each side of the map. Add more openings in the walls in the top to give both sides a equal advantage in routes of atack without explosive weapons.
Map Name: Wrecked Train
Change Requested: Remove some of the obstacles in the middle that block shots and LOS from infantry squads; more cover in general in the middle.
Map Name: Hochwald Gap
Change Requested: Open up the map, add another large bridge to each base or just remove the rivers entirely.
Map Name: Stutzdorf
Change Requested: Add another ramp (perhaps in front of the corner +5 munitions) near the +16 fuel facing the bottom start so that it cannot be blockaded easily, favoring the top player.
Map Name: Beaux Lowlands
Change Requested: Remove the +16 munitions in the center and make it a VP. Perhaps increase a +5 mun on each side to +10. Remove a VP from each side decresing the new total to 3.
TheVOID
20th Mar 08, 6:54 PM
Map Name: All maps with elevation
Change requested: Add invisible blocker objects into the ground at massive elevations (e.g. railway dams) to stop guns from firing straight through hills.
S0litude
21st Mar 08, 12:08 AM
Map Name: Wrecked train
Change requested: Change everything on the center so that they provide cover instead of blocking line of sight.
There are some where you really can't tell by the looks of the obstacle if your AT/MG gun will shoot over it or is it blocking your sight. Providing green cover also negates MG becoming OP.
SilencerPL
21st Mar 08, 12:33 AM
Map Name: Gilroy Harbor
Change requested: Open the road for the point that is only reachable from the south base. Add bunkers?
Map Name: Wreacked Train
Change requested: Rather fix than change. Some covers block the MG FoW and thus though normally it could shoot over the flat train car but it dosent. I think it is the flat car on the right from the middle.
Map Name: Rails and Metal
Change requested: One of bases have direct connection with each other, while the other has to do circles. It is mostly annoying if you want to help mate. Please remove the forest from that base so it could be reachable faster.
All Maps: Make more options for rainy/stormy weather ?? Rain and storm are so beautiful on very high details. And those who have weak rig should tune down the graphics. And can you make the rain/storm last through whole game or at least longer?
Kuriente
21st Mar 08, 12:47 AM
Map Name: Hinderham
Change Requested: For the south base, for some reason light vehicles cannot cross the bridge to the east of the base. The ket has a capping disadvantage on this side of the map because of it and light vehicles have to go around if you want to cross to that part of the map. There doesn't appear to be anything blocking but something is wrong with it and it doesn't effect the northern side of the map.
ViiKumi
21st Mar 08, 2:32 AM
Map name: Pointe Du Hoc
Change Requested: The left northern base has a point next to it (in the upper side), it cannot be capped by axis, if the northern base has a brit player, because of the buffed vickers range and suppression. So the map should be fixed that you could cap that point, even if the opponent is a brit, so reposition the bunker.
extra.thing
21st Mar 08, 3:11 AM
Map Name: Semois
Changes: Remove the rain in ranked matches cuz its always raining ...
Map Name: St. Hilaire
Change Requested: Too much importance on the right side currently. Also, 5 VPs can make comebacks too hard on this map.
-Remove the 2 VPs closest to the bases.
-Reduce dock fuel points to +5.
-Change a right side +10 munition point to a strat point.
-Change the swamp strat points to +10 munition points.
-Change a +5 munition point on each side to a +5 fuel if needed.
-Reduce the defencive bonus of the big warehouses, mortars do hardly any damage to them.
Map Name: Mcgechaens War
Change requested: Too much importantance on the left side currently.
-Reduce +10 fuel points to +5.
-Switch locations of a +10 munition point on the left with strat points on the right.
Map Name: Point Du Hoc
Change requested: North area is mostly pointless. Also, right side players have easy access to a +10 fuel point that doesn't have an equivalent on the left.
-Reduce +10 beach fuel to +5 or make the left most beach +5 fuel a +10 point as well.
-Make at least one of the north resource points a med point, or change one of the strat points to a resource point.
Map Name: Wolfhetze
Change requested: This map is too small and too open. Boring to play on.
-Increase map size and/or put more buildings/terrain on the map.
Ravenwild
21st Mar 08, 10:17 AM
Map Name: BERNIERES-SUR-MER
Change Requested: Remove the infantry only bridges and replace them with larger bridges that vehicles can cross so PE doesn't have a huge disadvantage on this map since the ketten, scout car etc can't get across to bridge to the fuel.
Hartmann
21st Mar 08, 10:46 AM
Map name: Semois
Add the version with 'sunny' weather again. At the moment you can only get heavy rain in 1v1 ranked. Not sure about unranked.
bodybag219
23rd Mar 08, 4:26 PM
Map: Wrecked Train
Change Requested: Additional base defenses (MG's) on the left side of both South & North bases.
Map: St Mere Dumont
Change Requested: Primarily the fixing of windows in buildings as well as previously mentioned faults. Its a fun urban map which is spoilt by these issues.
Map: Sturzorf
Change Requested: On the North side of the map there is a disproportionate amount of ammo resources compared to the South side. Can the resources on this map be checked for equity for both players.
Buggo, this thread is a good idea, very useful and appreciated for giving the community a chance to constructively make suggestions without getting sidetracked. Look forward to more of these threads.
Map Name: Gilroy's Harbour
Change requested: Map is currently very unbalanced. I suggest moving the spawn point in the top-right down to the lower-right, so the starting locations are more mirrored.
Also relocate the VPs to match the new locations.
I have attached an image showing my suggestions for this. I have placed 5 VPs. This may be to much for such a small map, in which case any pair can be removed. The only true important VP should be the one where the river ends.
I realize this requires loads of adjustments. The point in the upper right should now be less accessible to correspond with the top-left point. I definitely think this map needs to be reinvented. I think it's a fun map, but frustratingly unbalanced.
Map Name: Wolfheze
Change requested: I really like this map. It's fun and very action-packed. Unfortunately it's also terribly unbalanced. As it is now, the lower team has way easier access to alot more fuel than the upper team. On top of that they also have the easiest access to the fuel point, that completely surrounds the small high ammo point in the right side.
Move the small high munitions point, so that it's located right between both fuel points to the right.
Also, you should see that both teams have easy access to the same amount of resources.
Map Name: The Hochwald Gap
Change requested: The bridges kinda ruins this map. I think it's currently the best 4v4 map, but it definitely suffers from imbalance.
The lower team have a lot easier access to the right-side island, since they can drive vehicles and brittish trucks across from their side of the map, whereas the north team have an infantry-only bridge, which is to easily blocked by a tank trap.
The large starting bridges are also easily blocked by brittish trucks, but whether this should be fixed in the map or more as a nerf to the trucks is up to you guys to decide.
It's definitely an issue though.
I suggest placing an emplacement that covers across to the other side of the small bridges at the starting points (so that the enemy can't build stuff there, unless under fire).
Also replace the small upper right-side bridge (to the island) with a large one, so that both teams have a chance to move vehicles across from their own side.
SGMRock
25th Mar 08, 12:49 PM
Map Name: All Maps
Take a close look at all maps base defense layout for each faction. For the most part they seem ok on original maps for US and Germans, but on maps added to vanilla COH and later to OF they arcs of fire do not do a good job of covering the bases are start of game. PE of course has no issues because thier guns rotate 360 deg. Just review and better position all MG nests.
Banditdagger
25th Mar 08, 1:47 PM
Map Name: Beaux Lowlands
Change requested: Change the map to 3 CPs
iNFERNO
26th Mar 08, 12:46 AM
Map name: Hochwald Gap
Change requested: Remove it from ALL ranked / automatch map pools.
FLXleGaulois
26th Mar 08, 8:17 AM
Map Name: RN13
Change requested: There is an ammo point on the right side next to the road surrounded by hedgerow that can't be captured by a ketten. There is a large path but the ketten seems to be blocked by an invisible wall.
TeufelHund666
26th Mar 08, 7:27 PM
Map Name: Best
Change Requested: Widen the bridge to the North leading to the medium fuel point and VP so Kettenrads/Scout Cars etc can capture them.
Map Name: Beaux Lowlands
Change Requested: Change the sector boundaries around the high munition point so that British and Panzer Elite players can't lock it down from the opposite side of the bridge and make it uncapable.
Firelock
27th Mar 08, 3:01 AM
Map Name: Beaux Lowlands
Change Requested: Change from 4vp to 3vp. Keep the corner VPs, remove road VPs and place new VP near centre. Indestructable bridge is favoured.
Map Name: Bernieres St Mere
Change Requested: Change from 4vp to 3vp - with 1 VP on the island. Reduce all resource points on island to +5s. Swap 2 of the fuel points on it to munition points. Increase +5 fuel points on the mainland to +10s.
Map Name: St. Mere-Dumont
Change Requested: Fix the window facing of most buildings. They require windows adding to balance the fields of fire. The north +10 fuel point should require connection before granting the resource. And the ketten-capping over the wall requires stopping.
Map Name: Gilroys Harbor
Change Requested: As previous requests: Centre VP should move to near central windmill; bridges should start built; swap corner VP on hill with +5 fuel point area next to it and then provide access (road width) up the hill from the +5 mun area so that the fuel can equally be accessed by both sides.
Map Name: St. Hilaire
Change Requested: Change to a 3vp, making them closer along the road. The map is not large enough to warrant more than 3vp.
Map Name: Linden
Change Requested: As per BlackOmne's post - "Of the two VPs closest to each sides bases, one is considerably easier to defend than the other giving one side advantage. Either move the central, large town VP to other side of the square or alternatively still move that VP the same way and add a 4th VP just outside of town in the fields."
Map Name: Lyon
Change Requested: Fix the pathing issues.
Map name: Pointe Du Hoc
Change Requested: The left northern base has an adjacent point in the upper side, which if held by the Brits cannot be capped by Axis, due ot the buffed vickers range and suppression. Plus as per SGB: "North area is mostly pointless. Also, right side players have easy access to a +10 fuel point that doesn't have an equivalent on the left. Reduce +10 beach fuel to +5 or make the left most beach +5 fuel a +10 point as well. Make at least one of the north resource points a med point, or change one of the strat points to a resource point."
Map name: Wolfheze
Change Requested: Similar to above - a Vickers for a NE Brit player covers one of the strategic points so it can't be capped.
Map Name: Sturzdorf
Change Requested: As previous requests - Fix the elevated area since it favors one side over the other.
Map Name: Hochwald Gap
Change Requested: Add another large road bridge to each base island.
Map Name: Scheldt
Change Requested: Make the destroyed road bridge built and indestructible. Have the bridges that connect to the island begin the game destroyed.
Map Name: Wrecked Train
Change Requested: Clean up the LOS/Cover issues with the central obstacles/wrecks. I like the terrain but it seems inconsistant in function. Also remove the tanks traps around the right +10 fuel point so vehicals can access the point.
Map Name: Mcgechaens War
Change requested: Focus is too much on the centre and left side at present. Swap the +10 munition point on the left with strategic points on the right.
Demonic Spoon
27th Mar 08, 1:51 PM
Map Name: McGechaen's War
Change requested: Swap the resource points around. The LHS currently is the end-all be-all side, whereas the RHS is almost ignored.
The sides should be roughly equal in MU/Fuel income. Or, maybe make one side have a bit more munis, whereas the other side has a bit more fuel? Do something to ease the current dominance of the left side.
Map Name: St. Hillaire
Change Requested: Make the two peninsula points in the city (the fuel points) small muni points, make the strategic point connecting them a medium fuel. Make the medium muni point in the middle a medium fuel.
The resource count on the map wouldn't change, but the focus on the city would be reduced. Or, you could do some other change, just don't concentrate 1/2 the map's fuel in such a small area (the city).
The reasons for the above: Despite it being bad for gameplay that all the resources be focused in one area, it's unbalancing. Brits are great at holding down one area. This is why Brits-US combo is so popular in 2v2 AT. The Brit can hold down the single important area, ensuring a fuckton of resources. If the resources were more spread out, the Brit would have to pick and choose the location more and the superior mobility of the PE/Wehr would actually mean something.
barcibus
28th Mar 08, 3:57 PM
Map Name: St.Mere Dumont
Change requested:
Add north facing windows to buildings.
Map Name: Wrecked Train
Change requested:
Remove dragon's teeth blocking the fuel point at the lower right side so a Kettenkrad is able to cap.
Fix house just south of the north start point. Putting 2 units in the house and then exiting sometimes traps them between the house and the small pool of water to the left.
Cover and pathing aren't intuitive in the middle (sometimes it seems as if you should have cover, but it doesn't activate), I think its a plus to have the clutter, but it may need cleaning up or beefing up in the technical sense (i.e. make things do what they look like they should do).
Map Name: Hinderdam
Change requested:
Fix path taken by units from left start point to both fuels on lower/left side of map. Units take unnecessarily long routes, especially when trying to get between the strategic point close to the left and the fuel to the far south.
Map Name: Angoville
Change requested:
Add building or two to the emtpy farmlands in the upper/upperleft so Fallschirmjagers may be spawned from that side of the map.
Map Name: Beaux Lowlands
Change requested:
Leave as is.
Map Name: Langres
Change requested:
Leave as is.
Map Name: Semois
Change requested:
Leave as is.
Pliskin762
28th Mar 08, 5:53 PM
Map Name: Linden
Change requested: The water reflects telephone wires, except magnified by like 10x. It shows giant lines across the water and is annoying.
ServerToni
29th Mar 08, 12:51 PM
Map name: BEST
Fix the unfair situation: Brits blocking with HQ-Car Bridges.
Add some static Tank traps ...
Map: St. Hilaire
Change: Turn the medium fuel points at the "docks" in the east to low fuel points while making the low fuel point between the large warehouses a medium munition point. Then, take the munition point in the west/central, and turn it into a medium fuel point.
Concentrating all the fuel in the "city" to the east turns the relatively resource poor west into a no-man's land. With a high priority point in the center/west, the "city" isn't where all the fighting will occur and the new fuel point in the west can be attacked from all sides and wouldn't have the cover of buildings to keep it secure.
(If you really wanted to see some heated battles, change the center/west to a high fuel point... :twisted: )
PeterPeterson1
29th Mar 08, 5:37 PM
Map Name: Allmost all
Change requested:
* Check all buildings, i hate Houses with windows only to the south!
* Check Vickers on all maps on all starting locations. With new range you can fortifie lot of points
* MGs and other things shouldn't fire through ground. Insert blocker into the groundtextures
grimble2k
29th Mar 08, 11:05 PM
McGechen's War: The only medium fuels are both in close proximity to each other on the left-hand side of the map, nestled between (very) easily defensible hedgerows. This leads to a slight imbalance due to a single Brit mortar nest being able to defend/barrage both spots without risk. Moreover, it also leads to fairly predictable gameplay on the map, as all four players will frequently contest this one area.
Change requested: My suggestion would be to move one of the +10 fuels to the right side of the map where there are less hedgerows, thus giving Axis teams a more defensible/attackable fuel point as well as spreading out the action a bit more.
Linden: The south starting point is disadvantaged in VP placement.
Change requested: The town VP (left side) should be closer to the south.
Porta
30th Mar 08, 2:10 AM
Map Name: Hochwald Gap
Change requested:
- requires additionally vehicle bridges into base territories (1 choke point for 4 armies is not good)
- Redistribute munitions, all the high resources points (x2 +16 muns, x2 +10 feuls) are all located in the east, which is easily blocked off by southern players.
-Remove from Automatch until fixed as its just way to Imba, the players in north have no chance at winning.
Map Name: Drekplats
Change requested: rebalance the fuel in centre, too easy for north base to capture both +10s, perhps swap the cemtral strat point with the +10
Relic
31st Mar 08, 10:41 AM
Thanks, we have compiled out feedback. Thread closed. Thanks everyone! :)
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