
Profile of Qvazar
General Information
Broadcast: https://www.twitch.tv/qvazar
Twitter: @qvazr
Steam: 76561198038741197
Nationality:
Denmark
Game Name: Qvazar
Broadcast: https://www.twitch.tv/qvazar
Twitter: @qvazr
Steam: 76561198038741197
Nationality:

Game Name: Qvazar
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Post History of Qvazar
Thread: Vehicle Crew Repair Training bug?7 Dec 2013, 14:22 PM
I also experienced a similar bug. An abandoned T-34 with its vet capping ability active, will keep the ability active when recrewed, but is now vet 0, so cannot disable it. In: COH2 Bugs |
Thread: [WIP] (2-4) Bystraya Voda5 Dec 2013, 09:33 AM
The Worldbuilder continues to amaze me! That tool will surely come in good use. In: Map Sharing |
Thread: [WIP] (2-4) Bystraya Voda4 Dec 2013, 10:31 AM
Thanks for the great feedback! ![]() 1) It's supposed to transition to morning atmosphere, it didn't do that? 2) There's supposed to be a bridge, I don't know why it's not there. It disappears ingame ![]() 3) I'll see if I can fix that. I would also like to use another road texture, maybe that will fix it. 4) A frozen moat? That might be too risky. Hmm, I'll think about it. 5) Ok, it definitely shouldn't be like that. I'll move them. 6) Yeah, 2 strat points = 1 fuel point worth of fuel. Ostheer could also cut the fuel off , or cap it and rush an Ostwind before the soviets can get that SU-85 out. On the other hand, if soviets can get the munitions, there won't be any schrecks or tellers around. 7) Everything is copied from the same base spline, so it should be ![]() 8) I just google translated "Rough River" or something like that, and thought it sounded cool.. ![]() In: Map Sharing |
Thread: Mouse Cursor Bug in COH23 Dec 2013, 21:53 PM
Yeah this also happened back in CoH1 and other games, but strangely only in RTS titles. The only way to fix it is a reboot... ![]() In: COH2 Bugs |
Thread: [WIP] (2-4) Bystraya Voda3 Dec 2013, 21:50 PM
Remember, the north area is far from complete, there's supposed to be houses, bushes, cover, etc. In: Map Sharing |
Thread: [WIP] (2-4) Bystraya Voda3 Dec 2013, 20:41 PM
Yeah I went crazy with the small bushes, not realizing they gave yellow cover. The missing fuel point is on purpose, I want to see how it plays out. All current maps have a fuel point for each player. Yes I need to do something about things feeling closer to the western player ![]() In: Map Sharing |
Thread: [WIP] (2-4) Bystraya Voda3 Dec 2013, 18:41 PM
I will later tonight or tomorrow. Need to figure out how to prepare the tacmap, and play some CoH2 ![]() EDIT: In-game shot of the tactical map: Playable alpha version of the map Extract this to your "C:\Users\%USERNAME%\Documents\my games\Company of Heroes 2\mods\scenarios" folder and run a custom game. ![]() Any feedback is greatly appreciated! Todo-list: * Base bunkers are missing. * North area is not anywhere near finished. Ideas? * General testing. Ice, music (I think there's 2 tracks playing?), atmosphere, etc. * Move unit spawn positions. Units spawn at the map entrance instead of walking in. In: Map Sharing |
Thread: [WIP] (2-4) Bystraya Voda3 Dec 2013, 08:12 AM
I played a bit with the width of the river, and you were right. It's so much better 50-100% wider than before. ![]() This looks like a nice map. ONe thing you might want to try and tweak is the shape of the snowflakes, from the screenshots they look to be quite square Yeah, I'm just using a standard relic atmosphere, it might be better ingame. I'll give it a look ![]() In: Map Sharing |
Thread: [WIP] (2-4) Bystraya Voda3 Dec 2013, 07:56 AM
Yeah, I was thinking that as well, but it's hard to judge sizes from screenshots with no units in them. We'll have to see ![]() In: Map Sharing |
Thread: [WIP] (2-4) Bystraya Voda2 Dec 2013, 23:04 PM
The intention is the force the players to fight for the south fuel point in the early game, just like on the old Pointe du Hoc. Late game will then move the battle to the north for extra munitions and the VP. The frozen river is a fast but risky way for vehicles to quickly get across the map, like the road on Angoville. In: Map Sharing |
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