D DAY Utah Beach v2.42
Limited time only.
updated to 2.42
Let me know what you need fixed and I'll see about it.
D DAY Utah Beach v2.42
Limited time only.
updated to 2.42
Let me know what you need fixed and I'll see about it.
Last edited by Luckylegs; 18th May 09 at 4:40 AM.
Pippa, yeah. Going to make it look like a single player map. At least try to. That photo of farm is sort of what is going to happen for v2.5. I'm also trying to rework how the AI defends. Trying to get AI for allies to give Germans a whooping at beach defenses. The detailing for 2.5 Utah is just a matter of new splines.
Relic finally got the German Howitzer. Updated map to that.
I enjoyed this map a lot. Played once through so far for each side, and the AI does particularly well on Hard and Expert. If I might make a small suggestion though for if you're doing another version...
I noticed the sides of the map can be accessed by Brit commando gliders or US Airborne, but they'd end up stuck if ordered to retreat. I'd suggest making those areas infantry only. Could open up some intersting flanking options.
Bink, you'll like 2.5 way better.
I might take out the trees to reduce lag for middle-end computers. But what do I put there?
The german howitzer wont AI shoot... but you can shoot it from Brecourt.. freaken fun.
I'm also going to make it where Axis side plays like vanilla coh maps at the start. I'm leaving beach bunkers with a smaller garrison of men. The farms will only have emplacement defenses.
Last edited by Luckylegs; 7th May 09 at 10:20 PM.
I hadn't had any lag issues, for one cause I had to turn down graphics anyway (something is wrong with my card or something since ToV), but I didn't have any problems with the trees along the sides so much as where and how infantry can maneuver.
I had great fun as Allies trying to secure the left flank, taking over that mortar bunker etc. and holding it up near the left Axis base. That left flank (right flank as Axis with map flipped) had a lot of push and pull territory wise. I think the way you have the beach end set up is interesting too. Moving laterally is no problem, its getting off the beach which is fun, yet tricky.
As Axis, my main objective (among others) was to try get some artillery up on the cliffs on both sides facing the beach, to try to hammer those bases. Very good map dynamics and I like the various elevations you got going with it. I expect I'll have fun as well once I get around to trying out some mods with it.
I'd love it as well if you decided to make a 4v4 map. I'm big on 3v3 and 4v4s myself. Not many floating around but I know I'll be revisiting this one, so thanks for that.
I set up a little pocket for the airborne using a different control point that is invisible. No Axis will come into it like before. They will come to the edges of territory which allows you to keep them set up there much longer.
I have really beefed up the left side beach where that barbwire bunker is. Now at the start the axis will bring up TOV and P/E tank support. Also changed the emplacements [added new ones] Redesigned that bunker.
The center bunker also was redesigned for only one entrance. I'm using shot blocker for the concrete bunkers sides so you can shoot at from the sides. Added another hard bunker, too.
The game wont play the same like in v2.0. Sort of will and sort of not. The way I have it programed now is you will have to send men to the town [that right side] and tanks roll in on you at the new street I put.
Maybe i'll roll this up into a 2.3 beta so you can test it before I make it 2.5.
Taking the trees out will reduce lag for midsize people. Much smoother for me, too.
Last edited by Luckylegs; 6th May 09 at 5:25 AM.
Coming along nice.
Brecourt has the new German howitzer now. Really fun! There is 2 on the map.
Last edited by Luckylegs; 7th May 09 at 10:21 PM.
You guys can test this while I work on v2.5 for coh files.
Report any bugs. Thanks.
Map is half way upgraded.
Bink let me know how it plays. I played it and man it rocks. My favorite unit is Howitzers. Hope you enjoy that shore gun Howitzer. PS get the Howitzer before AI does.
Last edited by Luckylegs; 7th May 09 at 10:22 PM.
Thanks Bink. Right now I'm fixing brecourt trenches down to waist level. Only will be in 2.5
I didn't finish my Allies game yet - went on all night with 1 normal, 1 hard, 1 expert. I tell ya, its a real challenge trying to take the center of the map so forces can advance
I also didn't get a chance to play as Germans, but I'll check that out tonight. I also need to try out your German howitzer thingie. I couldn't muster the forces I needed to hold the one closest to me on the beach as Allies (the one by the center 88 and bunkers) before it got taken out by artillery.
Both times through this version and the one before it, I always chose Brits. I guess mainly cause slit trenches are the one defensive structure I like that keeps me from retreating a whole lot as Allies.
Bink, you should try Germans.... I sort of balanced it out and now you will need fixed howitzer emplacements.
I initially thought I would be using that center howitzer to fire on the beach. Tell me what you had to do.
Did you notice I opened up the beach flanks to all size tanks?
I'll post the remodel of brecourt later.
I'll be playing a match with the Germans in the next hour or so from now. I can only give my allied perspective for the moment.
I did notice you opened the beach exits for vehicles, but the exit right next to the left Allied base (the stairs), my last game the Americans liked to park an MG nest right at the opening (facing no where useful heh). That sometimes blocked vehicles, however I had better luck if I had my vehicle on screen while maneuvering and it could go around it (if there weren't other vehicles clogging the opening too). Usually I'd just blow it up
As Allies, it was all I could do to try to hold areas just off the beach. I was a lot better at taking the church on the left flank and garrisoning my Airborne squad, my one sniper, stolen MG 42 and an LT (with a stolen LMG) inside there. The left howitzer on the beach kept most things at bay on that end allowing me to keep the church the entire time. The allied AI does ok from time to time advancing on that side and the right flank, but there's always a decent push/pull of territories being taken and retaken.
However, I'm not sure about the performance of the AI and their 57mm - not sure if it was always like this or not, but they didn't respond well to new threats. i.e. When I would use the commando doctrine's fake arty smoke to open LOS, and there'd be an enemy right there to shoot at, I rarely saw them rotate to engage. They did much better early on getting off the beach, since they had to face the enemy to get off it. I think its just an odd game mechanic, territorially speaking. (unless you lead the charge into enemy territory, your AI team mate for the most part holds his good stuff back).
I also did some preliminary running around, using dudes on the areas you took trees out and its a lot nicer that way. I'm not sure what you have planned in those areas, but for the moment is great getting infantry around. I'll fiddle with it some more and see if I can find out more stuff.
Bink, there is a 57mm problem, the AI seems to spam it. Not sure why. They spam it on the beach... and over at the right flank near germans. Trying to figure out what is causing it. Maybe because the fuel is so low.
I kind of programmed the AI to hold certain areas... But if there is a breakout into a new territory they will follow you.i.e. When I would use the commando doctrine's fake arty smoke to open LOS, and there'd be an enemy right there to shoot at, I rarely saw them rotate to engage. They did much better early on getting off the beach, since they had to face the enemy to get off it. I think its just an odd game mechanic, territorially speaking. (unless you lead the charge into enemy territory, your AI team mate for the most part holds his good stuff back).
The American AI will build MG nest at the the entrance side where tanks can enter?
Yes, have not decided how to make the flanks yet.
PS, i found the problem. There is an invisble capture point right in the entrance. Fixing it now.I did notice you opened the beach exits for vehicles, but the exit right next to the left Allied base (the stairs), my last game the Americans liked to park an MG nest right at the opening (facing no where useful heh).
Didn't even know it was moved by accident from the beach.
And here is the new Brecourt-part of it
Last edited by Luckylegs; 16th May 09 at 12:34 AM.
Nice pics. I'm paused right now in the middle of my German game. Before when I did Germans (the previous version of the map), I made everyone including me Wer. This time around I made one of the AIs take PE as the middle base. I had been playing a good while before I even noticed it, but those little wooden fences you have decorated near the HQs, you may want to consider moving them or taking them out.
As is, there's plenty of base build room, but the middle PE guy never got around to building any buildings until I ran over with a vehicle, or burned with flamethrowers some of those fences Then he did just fine. I just found that an interesting quirk I never noticed before on the previous version.
Also I wasn't sure if you meant it this way or not, but the territory you have the glider, Airborne etc. in, Is that meant to stay Allied territory even if you capture the surrounding territories? I must confess though, I didn't notice this yesterday playing as Allies. Could'a been the same.
Finally nabbed one of your German howitzers. I got the one towards the left two bases. Was hoping to be quick enough to grab all three, but the AI beat me to the one at the mortar bunker. I haven't noticed though if they even use them when they take those.
An unrelated side note: I need to find out how to edit the max pop cap. Its tough trying to get things done with the stock 125 in ToV, especially when tanks are 6-12 pop on their own
My current game is tougher than last time. Looks like Allies chose at least one Airborne and one Armor as their docs. Seeing planes and Calliopes and its tough goin'.
Bink, thanks for the feedback.
Yes, them fences are gone before you even said it.
1. My current problem is allies AT tank spam.
working on this.
2. Think I found a way to make Alllies bum rush with men and armor. Just need to watch out how I do it because you said the allies will build MG nest in a place that block a road.
Remodeling all of brecourt.
Yeah, its the landing zone. I think Ai can't capture it. Its an invisible no resource point set to allies..
Last edited by Luckylegs; 16th May 09 at 2:02 AM.
I see what you mean now with some of the mobile AT cannons. Occasionally, not always, a crew will get killed at a choke point, leaving the empty cannon to block it. Its not all that bad though, considering the AI, if given the chance, will more often than not try to crew unmanned weapons like that and move it.
I was thinking that if that one exit I told you about can't be fixed so the AI won't build smack in the center of the beach opening there, perhaps widen that opening a tad more. I haven't seen any oddities with any of the other exits.
Edit: Correction. The narrow center beach opening leading to the center 88 where there is also a AA gun (I presume that's meant as infantry access only) - This time around I did notice the AI, if it can capture that AA gun, a couple groups of infantry tend to bottleneck there. I find it a minor thing since that AA gun doesn't survive long if taken, what with all the arty being tossed around.
Last edited by Bink; 9th May 09 at 6:31 PM.
Bink, i'm working on that right[octogonal] Howitzer emplacement... redoing the entire thing.
Big tanks cant go up the middle, yes, but sherman can.
What I did was move the invisible capture point farther up the road so tank will attack like before. And hopefully the Ai build in better spot. Put it like that on both sides. Edit Now I want the tanks to reach the field as first reenforcements to LZ-1 and LZ-2.
The AT spam seems to come when there is too much manpower.
I'll roll this up into 2.4 for you later tonite.
Last edited by Luckylegs; 16th May 09 at 2:05 AM.
I like the emplacement like that for the howitzer. I think the only reason to have it be a raised platform is like before, when you had it be an 88. Also if the walls provide some protection, if I have to I stick a couple more mortar teams behind the mortar bunker to assist. Good design element there.
Going to upload 2.4 in a minute, bink. Let me see how the changes are. BRB.
Had to do some gameplay tweaks.. so it will be tomorrow. 2.4 is pretty radical.
Loading it now.
Enjoy this while I finish the map for 2.5.
Bink, I also fixed your road- made wider per your request, and also added in a secret passage for tanks to cross the trench. Hope you find it. Only a tiger sized tank can clear the passage way of hedgerows. You can sort of see it on the pregame image.
The game tweaks required me to put lower fuel and move the markers how the AI will attack. It will be so much nicer now. Game lag at start, but after 1 minute its smoother than all previous versions.
I took out alot of lag causing trees and also removed alot of tiles. Also made you a custom flank between the trees.
I also added in another landing zone for Alllies. 2 permanent landing zones.
PS: firing that howitzer on the beach is brutal!!!! I tried it. AI for allies seems to respond in their own counter attack at the LZ fields. Also I think I got rid of AI Calliopes and ATgun spam.
Last edited by Luckylegs; 10th May 09 at 11:08 PM.
I just played a full game as defenders and got butt kicked in 2 hours. Do not lose that center base where fuel is. I found myself in a major battle over the center farm.
Oh oh, two permanent landing zones for Allies? I have a feeling this is gonna be tough. I'll do what I did for each test, and try to do one as Allies, one as Germans. Think this time I'll try easier settings, just so I can explore the map a little before I jack things up.
Bink, the allies are merciless on normal. It took me 2 hours with a 2nd game as defenders to push them back to just the original starting positions. Never even made it to the sand yet.. Once they get a foothold they multiply like bunnies. And the Calliopes are horrible brutal. So are their mortar teams.
It seems there is a tree bug with new patch. Tree disappears on left flank and wow... seems like crazy. That one 88 is a life saver. All kind of rangers, airborne, and armor roll in on your base from behind.
I'll have to think up a way to fix them trees. Maybe I'll build more trees and make a cement wall tunnel just for infantry going through it. Or maybe just extend the trenches.
Now I know how germans felt when Allies landed at Utah. Just brutal for them. Dont let this easy start fool you. Allies come in little by little then they all in.
The new TOV dive bombers rule. I think it comes when you have at least one panzer elite.
Last edited by Luckylegs; 11th May 09 at 3:38 AM.
Ok, just finished a quick easy game as Americans. I didn't get a chance to run all over the map, just to see where infantry could go, but I certainly noticed the AI using infantry to crawl up the right flank (if the map is flipped so Allies at the bottom). What I did was I also closed two German positions so I could move a little more freely. Course that meant the game was over that much quicker
I like the idea of more trench type set ups. I was also thinking that you've got some high hilly/mountainy areas behind and flanking a bit on the sides of the Axis bases where infantry can go. I don't know what the ranges would be for any emplacement ideas there, that could be an interesting yet hazardous way Allies can use that flank. Maybe another mortar bunker or two hiding up there or something as well.
Noticed a position quirk with the Allied bases. In my test I chose position 1, but it seemed to put me at position 2. I don't know if its meant that way or you also have things meant to spawn from the boats, just tossing a heads up bout that. Its not major thing - everything seems work fine either way.
Edit: Just played as Germans this time, same kinda setup w/one Allied opponent and two closed spots. I had closed position 1 and 3 on the Allied side, so it does look like 1 and 2 are switched base-wise.
I like what you did as well with that one sniper that has demolition abilities on the German side. It'll be tough keeping him alive as he seems to be the only one with that ability unless I go PE or something.
Also noticed that the center 88 has trouble targeting stuff on the beach, and sometimes on its flanks. I think elevating its platform a bit may help clear the bunkers and such positioned around it and some of the trench walls.
Last edited by Bink; 11th May 09 at 6:15 AM.
its just awesome
sorry, im new to this so....where do you install maps?
My Documents\My Games\Company of Heroes\ww2\scenarios.
That's for .SGA maps only
Bink, I havn't tested allies at all and have no idea if the game is too easy for them now that Germany side is harder to defend.
I might have to give one more low fuel point to germany so they can get the stugs upgraded.
I used shot blocker on the bunkers so that may be why. Only want that thing forward firing?
I have to close off that row of pine tree disappearing bug. But how??
Mav, thanks. Going to be even better once we get the right combination.
I'm not sure I know that much about shot blocking dynamics, but if the small platform that the center 88 is on is raised a little bit higher, would that help at all? I mean while still leaving shot blocking in that is.
I dont think so bink. When 88 shoots- it shoots to the ground level. So being high dont mean anything. I wanted to prevent men from shooting from outside at the bunkers and walls. Eventually I will put shot blockers on all deep trenches. So the only way to get to it is lob a greneade or go in the trench.
I cant put shot blocker at rear bunker.. because it will block men from entering it. All I did was put blockers on the sides of the bunkers and some deep walls. Try it. You have to go in the center bunker to shoot people.
I have a plan for that disappearing tree thing. I will install a new trench behind the treeline. Better yet, I'll redesign the treeline.
And I fixed the HQ for allies. Yes had wrong player on it.
What else you want fixed??? I'll fix whatever need to be fixed. The back side I dont know what to put. The rocket tanks seem to spam like crazy but I kind of like it. Thats what happened?? I'm sort of glad I was able to get rocket tanks off the sand.
Finishing the farms, too. The map will be like big farm.
Last edited by Luckylegs; 11th May 09 at 11:23 PM.
I'll try to get a regular game going today - I didn't get the full benefit when I was testing. I want to see if there's something I can recommend for that flank you opened up near the German base.What else you want fixed??? I'll fix whatever need to be fixed. The back side I dont know what to put. The rocket tanks seem to spam like crazy but I kind of like it. Thats what happened?? I'm sort of glad I was able to get rocket tanks off the sand.
Since I knew you opened it up, and saw how infantry moved around when I was Allies, I knew as Germans, the firs thing I should try is blocking with wire and tank traps.
I suspect once the game gets tank heavy, they'll bust it down. So I'll be thinking about what spots might benefit for another emplacement maybe.
Bink, I'm designing for you like this.
The right flank will look similar, but more single pine trees.
Edit: Closed off that secret entrance
Last edited by Luckylegs; 16th May 09 at 2:07 AM.
Yeah, that's one of the sections I almost always try to wire and tank trap. Between the gaps in the trees in front of that infantry trench, also on the side toward the edge of the map where you opened things up closest to position 6. I like to do the same sort of thing by the church where there are gaps in the bushes/trees on the way to the beach.
I guess this is part of why I have a tough time controlling the center positions of the map - I get worried and prioritize my right and left flanks as I move forward (in either direction).
Ya know, that flank might be a good spot for another mortar bunker, 88 and some AA since its now clear of trees below what you've got pictured.
Last edited by Bink; 12th May 09 at 6:02 AM.
Bink if I put another mortar bunker I could use it on you. Arty is the show. I think it would be a mistake to use tiger on that hedge???
I'm working on the center of map where trench extend out [see reply #2 for screeny]. Very sweet now. And also put in farm fields on that blank spot by the church.. Going to do the left flank next.
Last edited by Luckylegs; 16th May 09 at 1:56 AM.
Looking good. I'll try to get this tested with my friend, Monday. Playing against 3 CPUs should reveal if there are things that should be looked at. I'll get back with feedback after I've had a chance and if I find anything.
In my view, that's part of the fun of trying to capture those mortar bunkers. 1. They seem to be fixable during a match, and yes, 2. Anybody can use it - couldn't find an evil smiley I liked. Ooh yeah, what are your thoughts on those pantherturm AT bunker thingamabobs? Same kinda thing, you could plop those around a little more randomly and far as I know, engies fix those when they die just like mortar bunker.Bink if I put another mortar bunker I could use it on you. Arty is the show. I think it would be a mistake to use tiger on that hedge???
I don't think I'd mind at all if that Tiger could crush those trees you pointed out. The AI, whether its an enemy or team mate will utilize it once its opened I imagine. That's ok though, turtlers like me will always be looking for any kinda gap and look for ways to defend it and/or block it up during play. I just chalk something like that up to part of the fun of trying to adapt to a situation.
ElvenKind, I found this map to be pretty tough using Normal, Hard and Expert AI combo. Think you'll enjoy it.
Bink, i'm losing my job so I dont know how much longer I have on this. Hopefully I can find a new job soon.
Ack, I drew green line around the wrong howitzer 'on accident' for right side. But at least you can see the range.
No hurries, do what you gotta do. 2.4 seems stable and fun enough for the moment. If you like, I can continue to jot down some ideas as I play. I'm sure others may catch things I didn't see as well. That new position for LZ-1 for example - I can imagine that farm area just in front of that howitzer/mortar bunker is going to be a nice challenge to defend.
Yeah. I like to hear everyones ideas. Now that there is a permanent LZ-1, the AI will be able to send reenforcements like on that other side.No hurries, do what you gotta do. 2.4 seems stable and fun enough for the moment. If you like, I can continue to jot down some ideas as I play. I'm sure others may catch things I didn't see as well. That new position for LZ-1 for example - I can imagine that farm area just in front of that howitzer/mortar bunker is going to be a nice challenge to defend.
I'll see if my theory is correct. Its great that the Germans cant close off this territory.
By the way, I'd keep editing that above picture as you make changes just for ease of understanding where people are coming from idea-wise if it further helps you out.
I did notice a neutral AA battery and I'm not sure if you meant it that way or not. In the center part of the map where that triangle building is - go two buildings to the right, over by that road leading to Axis bases (by LZ-2). Two AA batteries are there by that house, but only one gets owned by a player/AI, the other is white/neutral but is still gets manned. I don't know if it even reacts to anyone though.
Bink, I did notice that. Edit The item was set to world so I fixed it. Thanks for telling me.
The problem on this map is whenever I make a change in the territories the game play changes, too. I want a tank to go here, and it goes somewhere else. So I have to play with it until I get the deisred effect. What I want is paratroopers landing at LZ, which they do, and have them attack the next capture point. I also want tanks to roll in on them.
I blocked off that flank because AI was spamming behind enemy lines. I had to make it non passible. I redid the left flank and its better than the right flank. Mortar bunker now has a purpose.'
The hard part is redoing the roads. Making it look as real as I can. Working on left main road.
Last edited by Luckylegs; 16th May 09 at 2:07 AM.
I was thinking about what you said about wanting vehicles to go to certain places. I suppose one way might not be just roads, but what about a few rows here and there of non-crush type defenses like tank traps and wire? Or at least only crush-able by arty/biggest tanks. That way, at least for a while, you'd have steered vehicles where you wanted them to go.
You know, like if you had some rows like that near the LZs and/or closer to the Axis bases in front of their trench network. It could be one way to also get vehicles to pay attention to the spots of tress you had previously wanted to be able to crush etc.
Remember that hedge row leading to the back flank of axis?? Pershing found it and within 5 minutes of the game everyone came through it. I closed it up.
There really isn't much to crush in a field. But I did put in hedge rows where the trenches are. Can roll right over that.
I see what you mean. I forgot about those starting units.
Bink, the left flank rocks. To describe the left flank- its like trench around around the big bush. Mortar bunker is very useful now.
Last edited by Luckylegs; 16th May 09 at 12:43 AM.
So infantry would be able to flank, yet only be able to come out around by that howitzer right? I think that will definitely make that mortar bunker useful. Not to mention garrisoning those houses to the right.
There is a slight opening between the trees- Edit: [see screenshot below#2 & 3], and the AI go after both arty and HQ. the opening is near the end of the turn where it curves. You can see the funky patch of grass is where it opens.So infantry would be able to flank, yet only be able to come out around by that howitzer right? I think that will definitely make that mortar bunker useful. Not to mention garrisoning those houses to the right.
One you havn't seen yet. LZ-1
Bink, I'll upload 2.41 to replace 2.4
Last edited by Luckylegs; 16th May 09 at 4:13 AM.
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