2v2: Trois point, Hurtgen forest, Crossing in the Woods, Rhzev Winter
axis actually have a really good time in ettlebruck.
Interesting. Why Crossing in the Woods out of curiosity?
The rest mirror my veto list.
Thread: What maps do you veto?20 Sep 2014, 19:00 PM
2v2: Trois point, Hurtgen forest, Crossing in the Woods, Rhzev Winter Interesting. Why Crossing in the Woods out of curiosity? The rest mirror my veto list. In: OKW Strategies |
Thread: (2-4) Diersfordt20 Sep 2014, 18:49 PM
Hi guys, This is my very first effort at mapping and would very much appreciate constructive criticism on what I did well and what I haven't done so well. I literally started learning to map last Monday September 15th and this is the work in progress result. I have put in little work on base buildings aside from the bunkers and will add those in as I go. I spent the majority of my time on making the rest of the map especially the village, roads and farm. I would appreciate suggestions and/or thoughts on what more could be done in all aspects of the map and on whatever you see that is a glaring problem for game balance. http://steamcommunity.com/sharedfiles/filedetails/?id=316130593&searchtext= Thank you in advance to the mapmaking community and a special thanks to those who have provided us with tutorials and tips in this forum. Looking forward to hearing your thoughts. Mortar (Stan) In: Map Sharing |
Thread: Base bunkers and 20 Sep 2014, 02:55 AM
This tutorial covers the map edge... Thanks. I actually found this tutorial in between asking these questions and reading your response. For some time, it wasn't showing up in my map because.... Make sure it is assigned to the correct players. Make sure the map is saved, and then exported, to see the changes in game. ...I hadn't done this not knowing I had to. This also fixed my base bunker issue. That should be the location of the destroyed vehicles. When placing them on the map, they make a running noise. Not all destroyed vehicles show visible damage. As for the SPLAT, I believe under CRATER, is a destroyed vehicle splat, that puts a black stain on the ground. I kinda thought this was the case. Thanks for verifying my instinct was correct. Also...didn't know the SPLAT information. Thanks again.
Good advice! This is pretty much what I've been doing all week. I started with Onkle Sam's video's because of his name notoriety. Unfortunately, his tutorials did not mention the interactive layering tool and the softening tool. As far as watching all the tutorials first...i've watched many. But there is a LOT of information to digest. I forget what I'm watching with information overload. Nevertheless, I feel I'm making good progress for a guy who 96 hours ago didn't know ANYTHING about mapping. 1. Sounds correct, are they placed the starting territory of the owner? Yep they were. And I have solved this problem. The issue was not saving and exporting the map after making the changes. I thought it did this automatically once I had exported the map to Steam Workshop.
Yep. Fixed this also. See above. ![]() 3. can not check this one at the moment. Gonna try Srinidhalaya's suggestion for this. Thanks. Thanks again to both of you. I really appreciate the help. My map (creation in progress) in it's current state is located in the Workshop. It's name is Diersfordt. If you fancy, take a look and make suggestions. I'm all ears! |
Thread: Base bunkers and 19 Sep 2014, 21:55 PM
Hi all, A couple of questions. I have no base bunkers or for that matter any of the usual sandbags, towers, searchlights, etc that I need to make it look realistic. I need to know where to look for these things and how to make the base mg bunkers work. I did find the following (gameplay>bunker_marker for the base defense) pasted them on my map...assigned each bunker to player 1 on the right side base and player 3 on the left side base...but still not showing up. Oh, another question. How do I toggle playable map edge? It appears on my map, I can move units around everywhere right up to the very edge which is solid black unlike Relic maps where you see no black border and units are visible while entering the map in a non playable area. To sum it up...I seem to have no "non playable area" and/or the "non playable area" is currently solid black. What am I doing wrong? Thanks again in advance! Edit: Third question. Where do I find splats, items or splines that allow me to place destroyed tanks, armored cars, etc? I tried placing some items from Object Placement> ebps> art ambient> objects> vehicles > wrecked vehicles but when I placed them on the map, they weren't wrecked but were instead running. Unless that is what they are supposed to do...I don't know. Help?! |
Thread: Newbie questions18 Sep 2014, 17:39 PM
1.Where the roads meet, end the splines, and line them up with an intersection splat. What is the "stamp" tool and where is it located? Thank you! |
Thread: More newbie questions18 Sep 2014, 17:37 PM
Hello fellow mapmakers! I'm making excellent progress on my first map thanks to the excellent tutorials of Onkel Sam and a lot of trial and error on my part. I have a few more questions. 1. I followed Onkle Sam's tutorial "How to: Set up a CoH2 multiplayer map". Since then, I have not addressed the base area. I'm concerned about my call in point(s) for reinforcements. Its a 2-4 player map and I believe I only made one call in area for each side. Can I move the call in points I set earlier? Do I need to add more so that the call in's show up on the map edge closest to the unit rally points? 2. How do I load my map into the game to test it? 3. What about tactical maps? Do I have to create one and if so, is there a link or tutorial on that? 4. The base area. Part of this goes hand in hand with question 1. As I said earlier, I followed Onkle Sam's "How to: Set up a CoH2 multiplayer map" tutorial thoroughly. I also followed his "How to: Create a map layout and draw sectors" successfully. Assuming I did both of these right, are there any other steps to take to insure the map loads the bases properly? I understand about detailing them but I'm strictly talking about them from a game mechanics point of view here. Thanks again in advance for the help! p.s. I'm making a 2 v 2 map based around Operation Varsity that took place in late March 1945. I've been using photos online from the real battle as inspiration for the setting. I'm surprised how far I've actually gotten in just a couple days of making maps. I started this on Monday night! The tools are intimidating as hell, but with just a little bit of instruction from the tutorials and a LOT of trial and error...I actually already have a map where parts of it look very good if I do say so myself. I also realize it's kind of addicting. I stayed up till almost 4am last night. LOL. |
Thread: Newbie questions17 Sep 2014, 00:23 AM
Thank you very much! The crossroads thing was spot on and I fixed my problem. I've been at this less than 48 hours and already have a workable map. The Onklesam tutorial guides were fantastic and much of the rest is intuitive. I'll have a map up pretty soon at this rate! |
Thread: Newbie questions16 Sep 2014, 19:26 PM
I have 3 at the moment. 1. I have 2 roads crossing in my map. I'm using splines. One completely crosses over the other in an unnatural way. How do I make natural looking crossroads? 2. Is there a way to "paint" over splats? I have a wheat field splat that is rectangular, but for part of the field, I want to paint over a corner with other ground types. 3. Is there a "destroyed glider" splat? There was in coh1. If not, can one be created or imported to coh2 worldbuilder? Thanks fellas. |
Thread: Demo charges on Ice15 Sep 2014, 05:56 AM
Will they detect at a safe distance or will they die if the demo is set off? In: Lobby |
Thread: Demo charges on Ice15 Sep 2014, 05:26 AM
Minesweeper? Attack ground? Sweepers work on demos? I looked at the description on the Coh2 unit guide (http://www.coh2.org/guides/2573/german-unit-guide) and they say the hazard removal upgrade detects mines but says nothing about demolition charges. If you've used them to do so, I'll believe you. I have no experience using them in this capacity. In: Lobby |
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