Company of Heroes 2

Company of Heroes 2

(6 - 8) Pinopine Countryside
34 Comments
JadeChen6868 26 Aug, 2014 @ 7:55am 
Excellent map!
JohnJohn  [author] 19 May, 2014 @ 7:35pm 
I will soon relocate all my maps, polished, fresh and clean to a different uploader!
TheSphinx will upload the maps for me because the updating is bugged for me. I like to clean up and fix things after release so not being able to upload just won`t do. Maps will keep improving that way. Sorry for the inconvenience, you can resubscribe as soon as we have transferred the maps.
JohnJohn  [author] 19 May, 2014 @ 7:33am 
I have fixed the uploading problem, finally!!! http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=261507400 this is my first winter map, the winter version of the countryside will soon follow.!
JohnJohn  [author] 31 Mar, 2014 @ 5:41am 
There is a winter version for this, yes. the problem is that i cannot upload maps anymore and frankly, i was to busy with a move, with my study and work to have time to chase butterflies (aka steam and relic support). I`ll ask a friend to re upload the entire series this week.
Gelaktronikz 30 Mar, 2014 @ 4:06am 
Will there be a winter version for this?

Enjoyed this map, keep up the good work~
JohnJohn  [author] 9 Feb, 2014 @ 1:02am 
@Gencrusher, for 4 v 4 there IS a regular income. Some people like it, some don`t. can`t help it ;P. there is a 100% relic original version (the non scripted version), also uploaded. For the others: the ai who cannot handle maps this large has been fixed, still waiting on steam support
gencrusher 8 Feb, 2014 @ 4:00pm 
the pop cap is to high. The map would be much enjoyable with regular income in mp, ammo and fuel and a pop cap of maybe 300. Otherwise the map is really nice!
JohnJohn  [author] 28 Jan, 2014 @ 8:31am 
haha it would be easier but sadly enough i`m somewhat of a perfectionist and as soon as i am made aware of an improvement, somewhere along the line an urge to fix it comes up :P i`ll have a look at it this week.
Brummbær 28 Jan, 2014 @ 7:37am 
There are ditches with yellow cover, too - the heavy ones. If you don't like the texture you could set its opacity to zero and put a second spline in the same place. But that may destroy the looks and I realy realy like what that map looks like. I think it's easier for me to adapt to those fences than changing the map.
JohnJohn  [author] 28 Jan, 2014 @ 4:24am 
the fences i chose were already indestructible by itself. to make objects indestructible takes a bit of scar code, assign them to groups like you say and then give that group the property indestructible. Intentionally i wanted to make stone walls that are a bit higher with bushes and rocks along them, but that cost too much objects to make look good + i wanted yellow cover, not green. but i might change some of the fences that now look destroyable into fortified/bushed walls. thnx.
Brummbær 28 Jan, 2014 @ 3:33am 
Maybe you could replace them with natural obstacles like ditches. I only had a problem with the fence behavior because I did not expect it. I like what you use them for. Btw, how did you set them to be invulnerable? Did you asign the spline to an egroup or did you make the fences out of single objects asigned to an egroup?
JohnJohn  [author] 28 Jan, 2014 @ 2:51am 
yea did that to limit the tanks movements a bit in the open fields and to create good trap options for AT`s around the villages. i found it too easy to just take 1 tank and run over all the fences at once, or since the map is very large, flank AT positions by just circling around them. But i will considder removing the indestructible ones and replace them with others. more people agree on this? then it will be done
Brummbær 28 Jan, 2014 @ 2:19am 
Just finished a game on this map. Had no performance issues. Map looks great and realistic. Only thing I did not like - while I think you did it with an idea in mind - are those field fences that cannot be run over by tanks. :KSmiley:
LOA5000 25 Jan, 2014 @ 10:26pm 
Nice job thanks!
DarthKiller 24 Jan, 2014 @ 4:48am 
geile map :D
JohnJohn  [author] 24 Jan, 2014 @ 4:41am 
Status update. Did some minor tweaking already, it is updated now. the scripted version will come up soon, has been released! it has pop cap of 800 divided over the players in the team! It also has a day/night cycle, but that feature is not enabled yet, since i`m tweakign the light settings. this weekend i will do more cleanup on both versions and add as many scriptings goodies to the modded version. The version is called Pinopine Battlefield. same map, but modded. have fun!
mikecress 23 Jan, 2014 @ 11:49pm 
Love this map! Gives you that battlefield feel.
JohnJohn  [author] 22 Jan, 2014 @ 10:37pm 
I am planning on releasing a fully scripted version with modded / balanced income, pop cap, day/night cycle, some scripted rainstorms and cycling FX detailing. I am currently still doing detailing, reworking textures, removing objects where they don`t have to be and placing them where they are more useful, since the object limit is still there. i am working around my fulltime study and a move of home atm, so time is limited. right after this weekend i will release an updated version, but the modded one will probably take 2-3 weeks. the snow version will come in between, or another week later. keep giving feedback as you like, i will use it all in updates ;).
LOA5000 22 Jan, 2014 @ 12:54pm 
Hello Numen. Really nice map. Relating to what stonewall said of the increased Man Points. I aslo would be very excited for this. But i also think that to make it really epic you need to if possible Keep the man power income fixed. That way you can bueld large armys. Becuase rite now if you just increase the population cap its good but you really cant even get past 100-150 with out saving a ton of money and then buying stuff. So if you can keep the money income the same no matter what your population cap is then we can really have some epic battles going on here
JohnJohn  [author] 18 Jan, 2014 @ 5:06am 
I have updated the map locally with scripts, i am currently re-doing all textures (using some voids now and just cleanup). adding fx later this week. will update the map to workshop within 7-8 days (next weekend)
mystertwister 18 Jan, 2014 @ 1:07am 
best map... make very much fun... i love it
JohnJohn  [author] 17 Jan, 2014 @ 10:28am 
thnx that is indeed helpful
Brummbær 17 Jan, 2014 @ 8:46am 
ehm sry for messing up the script creator's steamid: it's --=REAPER=--
Brummbær 17 Jan, 2014 @ 8:43am 
Using Reavers FightingChance Script will do the job for you and you wont have to create a separate map with an increased pop cap (the total pop cap gets devided by the players playing the map). The script can be found here [www.dark-troopers.com].
JohnJohn  [author] 17 Jan, 2014 @ 6:12am 
That is great CasTroy. It took me a while to figure out this was the problem, since there were no error reports on the bugsplat error code, but with trial and error it became obvious what was going on. I first thought it was a memory issue, but adding FX and grass (which should and does put a higher load on mem) it didn`t crash, so it is hardwired in the amount of objects. I hope it gets fixed, or at least higher, because now i just cannot build the map to its full beauty and potential. But thnx for the support, it will surely help if people bump it.
★CasTroy★ 17 Jan, 2014 @ 3:46am 
Great work!

I´ve read your thread about the strange "object limit" on the CoH2.org forum and linked it to your map to keep the thread alive. I am interested in this issue, too. I hope this will help you.
JohnJohn  [author] 16 Jan, 2014 @ 11:36am 
Well i left it on the standard pop caps for different reasons: 1. i already am close to the object limit. every spawned soldier means more objects, meaning i`d have to DELETE objects and i already am unhappy with the low amount of decoration right now. Secondly, with 4 players and a cap of 100 one could have over 60 squads of soldier types, or 30-50 tanks on each side... I could release the map as a (2 - 4) player variant, with double pop cap i suppose. In fact, i will do this ( read down, with scripts). but thnx for the feedback, i will use it for sure and after my exams next week i will post a bunch of huge updates. improving splats/ textures / fx_effects
JSHALO2025 15 Jan, 2014 @ 9:05pm 
Needs more popcap, but great map
JohnJohn  [author] 13 Jan, 2014 @ 10:59pm 
i`ll make 3 versions of it. This one (will keep improving it untill i`m happy with it over the next few weeks). a Snow version with timed blizzards and a modded version with modded models, day/ night cycle and huge pop caps. It will take me a week or three to optimize this one, since i`m also working on 2 new maps of the Pinopine series, All quite large (600-800 size range). The next one has less open area`s, more bottlenecks and less control points. Short answer, yes, in time. PS i`m currently doing cleanup and tweaking, with more splats, texture splines and FX (dust, fire, smoke, etc)
✠ Stonewall Jackson ✠ 13 Jan, 2014 @ 7:46pm 
This is a great map. My favorite so far. Love Large maps.

Now, if I may be so bold as to ask... Would you mind uploading the same map again as another version with a higher population count. I know that not all would enjoy such a thing but I like to manage large forces over large areas and fight loooooong grueling battles. Several hours is just fine!
Anyway, a 600 manpower limit at least would be great. I know it would never be reached by anyone, but that is excactly the point.
Even if you can't do it (or would just rather not!), many thanks for contributing a great map to us all.
JohnJohn  [author] 13 Jan, 2014 @ 10:27am 
yea, what bumms me out though is the object limit. I will refine the map over the next 2 weeks. add some MUD too here and there along the river and at some tactical spots. perhaps rebalance a bit. i found that russians have it easier because they have higher numbers of infantry and there are just a BIT too many point to occupy as german. i will also max out the SPLAT memory, use splats, grass and height to add more detail to the starting regions and forrests.
KiwiSlasher 13 Jan, 2014 @ 6:33am 
i like
醉尘渊 11 Jan, 2014 @ 12:22am 
nice
JohnJohn  [author] 9 Jan, 2014 @ 7:26pm 
This map has the maximum map size, with 800x800 playable. I ran into the hidden objects limit when detailing the map, ment i had to cut down in 800 models and half the textures so the game wouldnt crash. All in all i think it worked out quite well for a first attempt at a big map. I map since coh 1 and this is only the first of the Pinopine series. I will create more, strategic and different maps in the (near) future. Stay tuned! I will also, in due time, update my map for better detailing along the edges when i find a workaround or want to clean up the map. Have fun!