Company of Heroes 2

Company of Heroes 2

(2 - 6) Over and Under
82 kommentarer
Spinx65 23. mar. 2022 kl. 13:32 
Out of curiosity, could you make a winter version of this map? I think it would be really cool!!!
benihana 13. feb. 2019 kl. 18:00 
Very intricate map. Nice work.
Oh how about them 2011 Canucks? *Laughs in Bruins*
123nick 23. juni 2017 kl. 11:39 
thisi s my favorite map in the universe
Nypopanda 15. sep. 2016 kl. 12:14 
One of the most original and best map ever. Thx a lot.
Diesel_Deluxe 23. juli 2016 kl. 14:51 
Super map ! strategic, great details, well made and original. Thanks a lot.
Odione 2. dec. 2015 kl. 15:22 
Awesome map! Thank you!:steamhappy:
PureBunk  [ophavsmand] 7. sep. 2014 kl. 19:41 
Ah... I see what I did. I remember having the teams set weird (1,3,5 / 2,4,6) and before publishing the map that was the last thing I fixed but forgot to change the starting territory team (which also sets any spawn points to that team no matter what you assign them). Now I feel bad for anyone who tried and found it even more broken than before. Oops. Pushing an update out now to fix that and the painted impass layer. Thanks for taking a look. If you have any questions how some of the stuff I did was accomplished feel free to ask.
fx 7. sep. 2014 kl. 18:02 
I was going to guess but I cheated and opened up the map in the map editor. Apologies for the intrusion, but it's a very cool map and I was also curious how you accomplished certain things in there.

The problem with the entry points is they are currently assigned to player 1002. Ditto for the starting territory team marker. Since the second team is players 4, 5, and 6, I think those need to be assigned to player 1004. Also, one of the entry points for that team has an impasse line painted along the border, which explains why the units coming in were stuck there, outside of the playing field.

Cheers.
PureBunk  [ophavsmand] 7. sep. 2014 kl. 12:57 
I think what you're describing is an AI issue. I've noticed that on other maps aswell, where the AI just doesn't put up any kind of a fight or leave their base until you walk into their base. As long as units getting stuck in the offmap spawnpoints is fixed then that's the biggest thing I was aiming to fix with the last update. But the spawning at the points of the enemy base thing is bizarre and I don't even know how I would fix that. It shouldn't be possible since you can only spawn into territory you own - and those points exist in enemy base territory which can't be capped.
fx 7. sep. 2014 kl. 8:23 
Sadly it's still broken. A friend and I played co-op, from positions #1 and #2. The AI's in positions #4 and #5 did not come out of their base until we had the majority of the map and started knocking at their front door. At a certain point when we took over most of the map, our spawn points changed to ones adjacent/behind the enemy base (!). And those units (vehicles and troops) got stuck, unable to enter the map. And there are other issues but those I just mentioned are the killjoys.
Z E S T A C Y 6. sep. 2014 kl. 13:22 
awsome ill try it right now
PureBunk  [ophavsmand] 6. sep. 2014 kl. 12:53 
Cleaned up the boardwalk in the centre, changed the railway bridge a little, added a team member to each team, increased brightness, updated minimap. Tanks/units shouldn't get stuck when getting called onto the map anymore. Let me know if there are still any issues.
fx 4. sep. 2014 kl. 16:33 
Looking forward to the next version!
Z E S T A C Y 3. sep. 2014 kl. 0:14 
nice
ill definitely be playing this map a lot again
PureBunk  [ophavsmand] 2. sep. 2014 kl. 20:58 
I'm almost done fixing the tunnels and some other issues. Added 1 more player for each team too. Probably too lazy to update the minimap though. Should be updated in a week.
OverlordWolfgar 2. sep. 2014 kl. 11:54 
seems to me that my tanks get stuck behind the locomotive in the off-map tunnel
Z E S T A C Y 29. aug. 2014 kl. 23:51 
nope
middle tunnels are fine and dandy

just the two tunnels directly behind one of the bases


the tunnels that are on opisite sides of the map behind the medical station and the repair station work fine so you dont need to delete them.



PureBunk  [ophavsmand] 29. aug. 2014 kl. 23:46 
Yeah, I think i'll remove the offmap tunnels entirely. There haven't been issues with the middle tunnel though?
Z E S T A C Y 29. aug. 2014 kl. 23:42 
I play the map a lot and I havent ever had the problem where people put artillery under bridges
so I dont think it matters very much

if you cant widen the tunnels then just delete them alltogether and just have a normal pathway like you have on the oppisite side
athstetics dont matter because no one really looks over there anyways unless their army gets clogged up
PureBunk  [ophavsmand] 29. aug. 2014 kl. 23:14 
VanillaBlue, you may have saved the map. :P Even 1 or two comments from people will let me know how much people enjoy it. It's the labour day long weekend in the states and Canada (I'm in Canada) so I have an extra day off work. I'll see if I can increase the tunnel sizes on the edge of the map to fix it. I'l also see about releasing my 2 new maps. They just needs ome territorial fixes. I think they should be good for 3v3 games..... maybe 4v4 depending if people ask for it.
Z E S T A C Y 29. aug. 2014 kl. 23:01 
its a very good map
gitches or not dont delete it
PureBunk  [ophavsmand] 29. aug. 2014 kl. 22:45 
I don't have the time to update the map with my new job and such. I haven't even played a match in 2 months. I'm borderline just considering to remove this map completely. I've already removed two other maps entirely because of the challenges associated with them. Problems with this map are as follows:

Two issues result from my makeshift tunnels:

1. units firing mortars or artillary from inside of it are immune to artillary or mortar fire back. Any artillary units firing from within a tunnel are immune to return artillary fire.

2. units getting stuck on the edges of the map with AI. Basically the map is unsuitable for this game and I'd like to remove it. Unfortunately it's also fairly popular. I can't increase the tunnel size unless I redo the tunnels which will take some time and some visual changes.


I will TRY to fix the tunnels on the edges of the map. But any return fire from units inside the tunnels will still result in "immune" return fire from other artillary units.
Z E S T A C Y 29. aug. 2014 kl. 22:15 
tanks get stuck in the tunnel!

remove the tunnel completely!
OverlordWolfgar 28. aug. 2014 kl. 18:42 
Still experiancing the tanks getting Stuck in the train tunnel spawn from the player 1 and 2 positions , not the central tunnel. but other than that this is an excellent map.
fine shit 26. aug. 2014 kl. 21:23 
add me if you wanna play this map sometime!
fx 1. aug. 2014 kl. 21:07 
Ditto on the tanks getting stuck in the tunnels on the way in. Very frustrating. But the overall layout of this map is very cool... once fixed, I can't wait to try it again!

One other thing to note - there is at least one forest area and some large rocks that units go through like there's nothing there. Might need to manually paint those areas in the impasse map. Wish I could be more specific about what the areas are but I suspect there's several.

Keep it up!
PureBunk  [ophavsmand] 30. juli 2014 kl. 9:02 
I'll try to fix it this week. Any other suggestions or problems I can change?
Soltrumman 30. juli 2014 kl. 8:28 
Nice map but as others have said, tanks get stuck in the Tunnels for teams 1-2.
Androox 29. juli 2014 kl. 3:19 
The tanks in 1 - 2 Team get stuck in the spawning tunel
Nice map !!
Trigg 29. juni 2014 kl. 15:48 
Thanks.
PureBunk  [ophavsmand] 29. juni 2014 kl. 12:56 
I draw it in with photoshop.
Trigg 28. juni 2014 kl. 23:55 
How do you get the striped boundary on your preview minimap? Does the WB do this for you, or do you draw it in with a graphics program later?
Pan V 15. juni 2014 kl. 10:22 
Tiger have problem with run from spawn.
Sivarg 12. juni 2014 kl. 17:53 
Hehe, yeah! Massive fire battle for hours in the middle, the bridges really were chokepoints, able to hold them off. But then they came around the side where my base was, in full force rather than before, and eventually broke our lines. Awesome map, thanks!
PureBunk  [ophavsmand] 12. juni 2014 kl. 10:04 
Hahahaha that's awesome. You obliterated the middle of the map. All the trees and railroad tracks were demolished. I'm surprised that one windmill survived.
Sivarg 12. juni 2014 kl. 9:55 
Hello, your map is featured in one of my recent videos!
https://www.youtube.com/watch?v=lKBISC5vXcE
Waynes World Rox 29. maj 2014 kl. 0:28 
Thank you for the great work dig the detail...
ToddTheRuse 23. maj 2014 kl. 19:56 
Thank you
PureBunk  [ophavsmand] 17. maj 2014 kl. 18:09 
The Interactivity Stage editor (to the right of the Territory editor button)
ToddTheRuse 17. maj 2014 kl. 18:07 
How do you set the custom size boarders. I would really like to know.
only5childs 15. maj 2014 kl. 22:21 
lot of fun very different liked it.
rrrman 6. maj 2014 kl. 15:33 
Nice job on this map! Pretty damn tuff trying to figure out best strategy for so many ways around. My only complaint is 2 out of three games AI would get its AT Gun stuck on the the tressel leading out of the base. Making it almost unplayable as the route for retreat would stack them up in there and I would have to wait for timmer to finish and then lead them around to main bridge to get back to base. So 2 games I just gave up on after losing a ton of time and forces trying to get them out of those situations. All in all great map!!
Sivarg 5. maj 2014 kl. 2:10 
@PureBunk, Ahh alright, either way it wasn't a bad idea to add it. Looking forward to your next map! I still need to try out your oil refinery. Sounds awesome though!
PureBunk  [ophavsmand] 4. maj 2014 kl. 23:11 
@T-34. Thanks for noticing the details. As for the civilians and burning houses... honestly it was an afterthought. Those were the last objects to be placed on the map when I realized that the bases were very bare, so I just did the whole cliche "the enemy burned the village/killed civilians" thing on the edge so that I could have an excuse to use more fire FX. The whole map was very unplanned, and my first, so it all came together in a very raw way. I'm making a similiar map right now with more thought and planning put into it. Trying to fix issues with the camera height and blocked views, better tunnels, and trying to stay away from making the map have weird edges like this one. This map isn't a square... it's a peanut.
Sivarg 4. maj 2014 kl. 19:38 
A very entertaining map, yet also challenging, atleast against AI. The paths/bridges to the enemy proved hard to get past at first but eventually I broke through.
Love the details placed around the map and the tunnels under the mountains. Also really liked the pathways leading up over one hill, and then the quarry on the other side of the map, both adding to difference in the map.
Overall amazing map, would highly recommend it!

One thing made me wonder though. At the top of the map, one of the places for one team to have their base, behind it, is a few burning houses and such with a few dead civilians. What's the story behind that? Was the train derailing cause of this? Or was it one of the sides who killed the civvies?
St_Winter 27. apr. 2014 kl. 11:25 
Well actually if you are interested i came up with my own map if you would like to play aroudn with it. i don't have the time or knowledge to make my own so you can make it and play around with it if you like.

wint3rki11@gmail.com

and my art site just so you know i'm not oging to spam you and i'm actually a real artist and writer who just loves to creat stuff lol

st-wint3r.tumblr.com

if you email me ill send you the concept art that i came up with.
St_Winter 27. apr. 2014 kl. 11:23 
Actually i wonder if you could someone reorganize the starting points on the far ends of the map. instead of up and down make it right and left and change the camera angle by flipping it once so it will be long ways up and down... i hope that makes sense lol
Sparks 26. apr. 2014 kl. 17:18 
Looks fantastic, we could really use some bridge maps since relic has been pulling them all from multiplayer.
PureBunk  [ophavsmand] 26. apr. 2014 kl. 8:10 
@St_Winter. I can add another territory on each side to help with resources. Most maps have 2 muni, 2 fuel, 10 territory - but mine only has 9 territory. I can add 2 more on each side so there are 11 and hopefully that will help with the resources. But I'm thinking about making a similiar map to address camera issues and other small things instead.

@Commisar Jones. The tunnels are a mix of bridges and the "Poznian Arch". Using bridges causes all kinds of problems though, so it's best to use the arch.
St_Winter 26. apr. 2014 kl. 7:02 
a beautiful map but is there any way you can up the resources that you start with? with such a small map, i can't get any where because before i know it i have nothing left to build any troops with.