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Worldbuilding with WhiteFlash

21 Jul 2013, 02:13 AM
#22
avatar of IpKaiFung
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Posts: 1665 | Subs: 2

We only had Angoville and Semois for 1v1s for a very long time. Langres wasn't introduced until a few patches into opposing fronts. The dev made maps will come but I'm more interested in the community made maps when the world builder is released.
21 Jul 2013, 21:08 PM
#23
avatar of AmiPolizeiFunk
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Posts: 16646 | Subs: 11

The Table of Contents now sizes itself based on the height of your browser window. Nice code, nIckEl101, thank you! :wub:
21 Jul 2013, 23:06 PM
#24
avatar of Basilone

Posts: 1935 | Subs: 2

A 1v1/2v2 map can work, but the flow needs to be very open for a small map to not be a total clusterfuck in 2v2. Wolfheze was pretty tiny, but it was a very open map with only 2 shot blocking buildings in the middle, and a few more buildings in the corner. Whiteflash's COH2 prototype also worked pretty good for both. There was one hedge row on the right side, but it was oriented parallel to the bases with a few entry points, so it served more as a shotblocker than a movement impediment.

Kholodny on the bottom side is just hedges everywhere, and the top side maneuverability is really restricted by the tall fence, the hedge north of the church, and the rock formation outside the eastern base.
22 Jul 2013, 00:12 AM
#25
avatar of AmiPolizeiFunk
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A 1v1/2v2 map can work


I disagree completely. Like Flash said, for basic matches, sure maybe. But for competition? No chance. There's never been such a hybrid map and I doubt there ever will be. This game is incredibly complex. So complex that after 7 years of COH1, we only hand a small handful of viable competition maps. Why make a mapper's task any harder by asking them to make 1v1/2v2 hybrid maps?

Let's get some straight 1v1 maps for competition first. That should be priority #1.
22 Jul 2013, 00:18 AM
#26
avatar of WhiteFlash
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Posts: 1116 | Subs: 1

Wolfheze is an anomaly, and a great one. And I definitely encourage experimentation. And Basilone, your not wrong on most of your points. But until more is understood about coh2 1v1/2v2 should be steered clear of in auto match.

Having said that, highlighting a practice so we can get some good maps into the competitive scene is my #1 goal. Homogenizing the mapping process so we can get a solid base, then moving into the experimentation mode is how I'm going to approach the newer maps as they get made.
22 Jul 2013, 17:27 PM
#27
avatar of CombatMuffin

Posts: 642

Very well written article, WhiteFlash. Very professional, too.

Hybrids are difficult in CoH, because of the way the resource system works, and its relationship to how units fight over them. In contrast to games like SC2, where multiple bases can be produced, but expansion is necessary, having multiple spots to deploy bases facilitates hybrids.

In CoH, pulling this off is very hard: You could have designed a map where focus on the north, sacrifices VP's on the south or something similar. In 2v2, you have twice the units and twice the resources per side, so covering the entire map becomes viable, which can break the "spirit" of the map (or as the guide puts it, the "Flow")
30 Jul 2013, 07:32 AM
#28
avatar of FestiveLongJohns
Patrion 15

Posts: 1157 | Subs: 2

Wonderful post! Thank you for taking the time to produce this well written article! Can't wait to see what the community mappers come up with! If you need help testing please let me know, I actually played one of your maps in vCoh while it was still being developed. Lots of respect
30 Jul 2013, 07:46 AM
#29
avatar of sir muffin

Posts: 531

Excellent bloody thread, hopefully some of your future COH2 maps are put into automatch rotation!

5 Aug 2013, 17:48 PM
#30
avatar of HelpingHans
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Fantastic read! You highlighted every area that I could possibly think about to do with mapping. N1!
28 Aug 2013, 20:51 PM
#31
avatar of WhiteFlash
Senior Mapmaker Badge
Benefactor 119

Posts: 1116 | Subs: 1

Thanks guys! Glad you all enjoyed it. Hope it helps in a lot of different ways.
26 Oct 2013, 06:16 AM
#32
avatar of Carlton-U

Posts: 10

Many thanks to mister White Flash (from a 51 years old french CoH WBuilder fan). In particular for the way I 'll have now to reconsider ALL my work on Worldbuilder! For I most consider making a map from an ambiance/mood point of view (I'm an illustrator) Endless hours of work get suddenly out by the window. This is the way to learn.
It took me years to find this helpfull site and I will have loads of questions on this WB subject! No french site equivalence by now. :(
Superb article which brings me to the idea that if I missed the most of worldbuilding, I also understood few things by myself!

I was impatient to get the CoH2 WB. Now I realise that I should first get back to the CoH1 one.

There are few pics of my maps here: http://www.companyofheroes-france.com/index.php/topic/799-map-en-cour-qui-sy-connait-sous-corsix/

Hope we can chat about this soon!

Many thanks again.
27 Nov 2013, 16:02 PM
#33
avatar of pgmoney

Posts: 86

NOW that world builder is here i find this guide very helpful thank you
8 Sep 2015, 15:27 PM
#34
avatar of whodareswins

Posts: 67

Hi Whiteflash
Helpinghans said that you might be able to help me. On world builder for coh2 is there a way I can change the camera settings so that you can scroll out further like in coh1 please help.
many thanks.
10 Sep 2015, 14:36 PM
#35
avatar of whodareswins

Posts: 67

is anybody running windows 10 and are having problems with Coh2 world builder freezing up.
Then your not alone I have tried everything uninstalling the game and reinstalling I have tried different screen resolutions I have tried the compatibility wizard using all the recommended settings but still does not seem to want to work I have also done all scans possible my pc is clean. But the weird thing is it was working 2 weeks ago If anybody has any more suggestions please help.
many thanks.
23 Sep 2015, 23:31 PM
#36
avatar of Danigermid

Posts: 60

I have same problem my WB was working fine and now it crash every time :/
Roa
18 Apr 2016, 16:07 PM
#37
avatar of Roa

Posts: 5

am I the only one who can not see most of the pictures?
18 Apr 2016, 16:35 PM
#38
avatar of Yukiko
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Posts: 2306 | Subs: 2

jump backJump back to quoted post18 Apr 2016, 16:07 PMRoa
am I the only one who can not see most of the pictures?


No, it appears that the images are broken. They are hosted off-site. Will check if WhiteFlash has them stored on his computer.
25 Mar 2017, 15:22 PM
#39
avatar of WhiteFlash
Senior Mapmaker Badge
Benefactor 119

Posts: 1116 | Subs: 1

jump backJump back to quoted post18 Apr 2016, 16:35 PMYukiko


No, it appears that the images are broken. They are hosted off-site. Will check if WhiteFlash has them stored on his computer.


i actually have to apologize for the pictures missing, ami told me not to host them offsite but i did anyways, ill try to locate them because this is still a relevant guide (could def be updated)

ill see what i can do
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