Company of Heroes 3

Company of Heroes 3

(8) Serroni Approach
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Update: 27 Jan @ 6:01am

* reverted tapering at corners as had reports of erroneous camera behaviour

Update: 27 Jan @ 4:50am

* tapered off corners (need some feedback on this if it's enough. tried to do it at somewhat natural corners)
* swapped +5 and +10 fuels in flanks/corners
* what were the +10 fuel in the corners have been moved inward to be behind the house rather than in front
* munitions closer to base are now +5 and on the runup to the ridge (with the dugout fortifications) are now +10
* dugout territories are enlarged to end at the trench line
* general terrain smooth pass
* general vehicle check on alignment to surface
* water tile and depth tweaked for stream
* put botanical hat on and removed certain shrubs (amaranthus and cacti are no more)
* fixed floating trees
* bunkers on ridge are at 50% health to start
* removed medic truck
* removed out of bound vehicles
* removed beacons
* removed drifting fog effect
* added pathways in runup to ridge
* added gap in hedge for player 2 on each team to cross into map easier and added a bunker to protect it.

Update: 27 Jan @ 4:31am

Update: 22 Jan @ 8:56am

extensive update
*reworked tree replicators to reduce overhead of splats, hoping to improve performance for some users
*reworked bush replicator to reduce splat overhead
*added a stream near villa which goes under the bridge there and ends in a small lake
*reworked config of hedge splines to feel more natural and padded out where needed
*overall smoothing of terrain where it was excessive
*grass pass to remove where it was redundant or excessive
*atmosphere change less jarring. now going from foggy morning to gloomy mid-day
*removed placeholder triage area near medic building to clear pathing and included an ambulance there for cover and prop
*adjusted territory borders to align with interactive area
*adjusted fields to include natural looking borders where it spilled beyond interactive area
*removed book case from briefing area
*reworked quarry area


Update: 22 Jan @ 4:31am

Update: 12 Dec, 2024 @ 1:03am

* fixed pass-through wirbelwind wreck
* pass on bush replicator to enhance grounding

Update: 9 Dec, 2024 @ 2:04am

* fixed some of the FX as they were showing when not intended (dust during dusk, fog during day)
* added a few fences
* added lots of loose sandbags to reduce repetitive patterns
* adjusted road splines leading towards farm and vineyard and tidied up textures

Update: 8 Dec, 2024 @ 3:55pm

* spaced out the tank traps a bit
* functional pass on lower left and top right corners
* revamped fx across the map (added drifting fog and fog only appears during dusk. - dust clouds appear only during the day
* added green cover on flanking approaches to 4 corner strongpoints

Update: 6 Dec, 2024 @ 4:06pm

updated workshop thumbnail

Update: 6 Dec, 2024 @ 3:55pm

* fixed floating cliffsides
* replaced motorcycles in central motor pool with trucks (could build bunkers on top of bikes - no longer)