Company of Heroes 2

Company of Heroes 2

(2 - 6) Over and Under
82 comentarii
Spinx65 23 mart. 2022 la 13:32 
Out of curiosity, could you make a winter version of this map? I think it would be really cool!!!
benihana 13 febr. 2019 la 18:00 
Very intricate map. Nice work.
Oh how about them 2011 Canucks? *Laughs in Bruins*
123nick 23 iun. 2017 la 11:39 
thisi s my favorite map in the universe
Nypopanda 15 sept. 2016 la 12:14 
One of the most original and best map ever. Thx a lot.
Diesel_Deluxe 23 iul. 2016 la 14:51 
Super map ! strategic, great details, well made and original. Thanks a lot.
Odione 2 dec. 2015 la 15:22 
Awesome map! Thank you!:steamhappy:
PureBunk  [autor] 7 sept. 2014 la 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 sept. 2014 la 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  [autor] 7 sept. 2014 la 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 sept. 2014 la 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 sept. 2014 la 13:22 
awsome ill try it right now
PureBunk  [autor] 6 sept. 2014 la 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 sept. 2014 la 16:33 
Looking forward to the next version!
Z E S T A C Y 3 sept. 2014 la 0:14 
nice
ill definitely be playing this map a lot again
PureBunk  [autor] 2 sept. 2014 la 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 sept. 2014 la 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 la 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  [autor] 29 aug. 2014 la 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 la 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  [autor] 29 aug. 2014 la 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 la 23:01 
its a very good map
gitches or not dont delete it
PureBunk  [autor] 29 aug. 2014 la 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 la 22:15 
tanks get stuck in the tunnel!

remove the tunnel completely!
OverlordWolfgar 28 aug. 2014 la 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.
prissy, alone again 26 aug. 2014 la 21:23 
add me if you wanna play this map sometime!
fx 1 aug. 2014 la 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  [autor] 30 iul. 2014 la 9:02 
I'll try to fix it this week. Any other suggestions or problems I can change?
Soltrumman 30 iul. 2014 la 8:28 
Nice map but as others have said, tanks get stuck in the Tunnels for teams 1-2.
Androox 29 iul. 2014 la 3:19 
The tanks in 1 - 2 Team get stuck in the spawning tunel
Nice map !!
Trigg 29 iun. 2014 la 15:48 
Thanks.
PureBunk  [autor] 29 iun. 2014 la 12:56 
I draw it in with photoshop.
Trigg 28 iun. 2014 la 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 iun. 2014 la 10:22 
Tiger have problem with run from spawn.
Sivarg 12 iun. 2014 la 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  [autor] 12 iun. 2014 la 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 iun. 2014 la 9:55 
Hello, your map is featured in one of my recent videos!
https://www.youtube.com/watch?v=lKBISC5vXcE
Waynes World Rox 29 mai 2014 la 0:28 
Thank you for the great work dig the detail...
ToddTheRuse 23 mai 2014 la 19:56 
Thank you
PureBunk  [autor] 17 mai 2014 la 18:09 
The Interactivity Stage editor (to the right of the Territory editor button)
ToddTheRuse 17 mai 2014 la 18:07 
How do you set the custom size boarders. I would really like to know.
only5childs 15 mai 2014 la 22:21 
lot of fun very different liked it.
rrrman 6 mai 2014 la 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 mai 2014 la 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  [autor] 4 mai 2014 la 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 mai 2014 la 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 la 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 la 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 la 17:18 
Looks fantastic, we could really use some bridge maps since relic has been pulling them all from multiplayer.
PureBunk  [autor] 26 apr. 2014 la 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 la 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.