Company of Heroes 2

Company of Heroes 2

(2 - 4) Stark Dam
53 Comments
sohei89 3 Nov, 2016 @ 2:11am 
wooo~
Eddie 2 Oct, 2016 @ 6:16am 
Looks nice and it would be nice to have a 3vs3 map aswell as 4vs4
S-COLT PILGRIM 16 Jun, 2016 @ 1:18am 
Nice map, but some how the Commander isn't shown ingame, vehicle skin missing, Played as USF but AI vehicle skins is on. fyi :)
Phex 12 Feb, 2015 @ 6:58am 
hey the map looks really nice :)

but i have a problem with it:
spawn nr. 1+3 and 2+4 are right next to each other so i spawn right next to an enemy :P
WhiteVoid 22 Nov, 2014 @ 5:22am 
But about the burning thing and water falls
PureBunk  [author] 16 Nov, 2014 @ 1:55pm 
You need to group the lights into an entity group (in the sample below I called it "eg_lights") and put these lines into the scar code:

function OnInit()
EGroup_SetAnimatorState(eg_lights, "Light_State", "On")
end

Also you need to make sure your atmopshere is set to Night.
WhiteVoid 15 Nov, 2014 @ 10:24pm 
loking good and ery sharp work but ca you tell me howyou make lights stay on
Princess Celestia (Universae) 24 Oct, 2014 @ 7:35am 
Aha, no probs X3
Thanks! I'll have a play around with stamps later to see if I can achive said fire trees XD

A christmas map? That sounds epic dude =D
I look forward to seeing that one. Loving the night theme, night battles are best battles, aha

Best of luck, hope to see it soon.
PureBunk  [author] 23 Oct, 2014 @ 7:26pm 
Thanks for the feedback. I appreciate your appreciation haha. The trees are stamped from the single player missions that already have the fire effect on them. The first mission has a few single trees on fire that you can use as a stamp source, and there's another mission towards the end of the campaign with the winter grove object on fire. You might be able to accomplish the same effect with scar scripting, but mostly it's just stamps and added scar effects to provide ambience. I have another night map coming down the pipe with "christmas lights" and a christmas tree cause I found a bunch of light effects to play with in the scar objects. It's not as detailed as this one cause it's a snow map and I wanted a pristine winter effect, but I should be uploading it soon.
Princess Celestia (Universae) 23 Oct, 2014 @ 11:58am 
I gotta ask....if you dont mind.
Where do you get the burning trees and the fire effects?

thanks ^^
Princess Celestia (Universae) 23 Oct, 2014 @ 10:41am 
This map is trully one of the best out there, LOVE IT!

The night time effect is brilliant and just makes the jame all the more fun and intense.
The detail on this map is beyond compare.

The atmosphere offers you a silent suspense of unknown, and if you arent fighting, its a great map to explore and look around at. It could just be me but I often feel like n*zi Zombies are gona pop out of the flaming woods XD

10/10
Great Atmosphere, Great layout, Great detail, couldnt ask for more in a map.
Trojan Rabbit 5 Oct, 2014 @ 9:57am 
This is an amazing map. You sir, are an artist.
PureBunk  [author] 16 Aug, 2014 @ 9:08am 
I recall that was mentioned on multiple maps but nobody has been able to figure out what it is. I know exactly what you're talking about, but I dont know if anyone figured out what causes it yet.
TheMightyWilly 16 Aug, 2014 @ 7:27am 
love the map, but the map made me almost deaf. sometimes i get a very loud bang in my headphones. at first I was like did somebody just fired off some firework but it was the game...

it scares the shit out of me but dont think you can fix it? anybody else having this problem?
PureBunk  [author] 4 Aug, 2014 @ 9:09pm 
Depends on the request. Worth a shot to ask though. But I've kind of stopped map making since I don't have the time for it anymore.
Whifu 4 Aug, 2014 @ 8:49pm 
Do you take requests?
BlueWater85 13 Jul, 2014 @ 3:37pm 
Well done. Very enjoyable map. Not sure you could squeeze in 2 more bases on each side, but my clan would really appreciate it.
MrWillSS 6 Jul, 2014 @ 11:22am 
nice
AxFluffyxMuffin 5 Jul, 2014 @ 12:52am 
You did an awesome job, but maybe you can make another with able to do 4 vs. 4? With cap at 250, normal resources.
AxFluffyxMuffin 5 Jul, 2014 @ 12:50am 
Well we all love a big swimming pool lol :P
PureBunk  [author] 4 Jul, 2014 @ 11:02pm 
The dam can't be destroyed. It would be cool if I could make it do that, but the water behind it would flood the map :P
AxFluffyxMuffin 4 Jul, 2014 @ 10:01pm 
can we blow up the dam, i like making defensible choke points
Master Baiter 4 Jul, 2014 @ 12:54am 
Is the starting location messed up? it's 1, 3 vs 2, 4. Set starting location to fixed and you'll see.
The Ghostly Gamer 3 Jul, 2014 @ 7:30am 
Hey OP, really love the map!
Too bad vehicles sometimes fuck up, but that isn't you fault.
Keep up the good work!!! :D
Diana 3 Jul, 2014 @ 3:06am 
nice map but the fire might causes performance issue for some users, perhaps outer-skirt of the forest is enough..
I encountered some slight fps drop when shifting my camera to the burning forest.
Waynes World Rox 3 Jul, 2014 @ 12:17am 
Nice one, thank you for the most awesome map its got five star with me...
Neal_ZA 2 Jul, 2014 @ 12:49pm 
I really love this map, the lighting is perfect and really sets the mood. A lot of fun to play.
PureBunk  [author] 2 Jul, 2014 @ 11:53am 
- R key to rotate and tilt objects
- Lights need to have the atmosphere set to night, lamp objects set to an entity group, and the following scar script code added:
"EGroup_SetAnimatorState(YOURENTITY, "Light_State", "On")"
or
"EGroup_SetAnimatorState(YOURENTITY, "Light", "On")"
Depends on the type of lamp object used. Most just use Light_state, but one uses Light. Also not all lamps have the ability to turn on.
Ksarthur 2 Jul, 2014 @ 11:38am 
Sir, great map! but, how do you put fire? and change the position of objects? like.. The post in the 6* picture?
KiwiSlasher 2 Jul, 2014 @ 8:54am 
How do you make lamps light ON ?
Tom Weathers 2 Jul, 2014 @ 8:00am 
I like it :)
«DoP»Orklord 1 Jul, 2014 @ 1:25pm 
Yea dont remember me Mate :) ....Relic always good for suprises :) Impass lol - but the tool is still existing :)... i would cry if it would not be so funny :)............. and againe your Map looks realy nice :) Ps.: But my Faforite is still "Red Rock Canyon"....gg
didier.soyez 1 Jul, 2014 @ 12:35pm 
Bof
PureBunk  [author] 1 Jul, 2014 @ 12:27pm 
Haha Orklord, I agree on everything. Also the impass editor is broken. Any terrain you paint as impassable can still be crossed by armoured units.
«DoP»Orklord 1 Jul, 2014 @ 12:05pm 
The WFA expension did this with the Inf. Bridge , and there are some more changes. 1 Bush is deleted of the Vegetaion Objects , and now you have yellow error cubes instead on the maps lol.Could be realy intresst why Relic was deleting a single Object ( and there is no different between this and other bushes ), there is no reason for it , only to make us Mapmakers work. Also the US Base is the most stupid idea they ever had , looks nooby and is unfair because the US are the only Nation who will not loose a Base if you attack it while all other nations have to rebuild for resorce-coust,while they just repair it ! Pretty unfair in my Eyes. And now all startpositions must be set like the US just because it looks so stupid. Sorry Mates but im pisst because of this :) BTW : The Map looks realy nice , ill get it for sure and sorry for the big post !
Darth Revan 1 Jul, 2014 @ 7:48am 
Cool map
SDWGEHTQOOQ 1 Jul, 2014 @ 7:37am 
Nice map
Nico 1 Jul, 2014 @ 7:11am 
Cool map bro thanks!
Galil Best(Deranking) 28 Jun, 2014 @ 4:43pm 
this map is awesome thanks man
Checka 28 Jun, 2014 @ 3:43am 
Thx a lot, i think i will spend more and more time in making maps.
PureBunk  [author] 27 Jun, 2014 @ 7:14pm 
I've experimented with objects that I can be set as visual objects (so that units can drive over them) and that don't get destroyed. This lets me build my own bridges that units can drive over or go under. The concrete tile is in oob_objects > highwall. More info can be found here > http://www.coh2.org/topic/17383/custom-bridges
Checka 27 Jun, 2014 @ 7:06pm 
Btw where did u get all these models? In my world builder is no concrete tile for building that railroad bridge, or those railroad trailers, maybe i am just blind.
PureBunk  [author] 27 Jun, 2014 @ 5:18pm 
Yeah I noticed that destroyed bridge problem too. I think Relic broke their bridge with the WFA expansion, so that might be a problem with foot bridges on all maps right now but I haven't tested it.
Checka 27 Jun, 2014 @ 4:57pm 
Awesome Map, very detailed, almost perfect except the footbridge from base player 3+4 to the center. Bridge invisible when destroyed, but still working for infantry ! And the ground near the Train station looks a bit angular
PureBunk  [author] 27 Jun, 2014 @ 10:05am 
I try to keep my maps at "Relic defaults". That means no popcap increases, no special unit unlocks, standard resources, and no starting with extra units/artillary. You're free to unpack the map and edit it to add those things if you want, as long as you don't publish it to the workshop.
davy-80 27 Jun, 2014 @ 9:56am 
could you increase to 200-250?
PureBunk  [author] 27 Jun, 2014 @ 9:30am 
100 pop cap.
davy-80 27 Jun, 2014 @ 7:24am 
what is the pop cap?
NiXtaDaBz 26 Jun, 2014 @ 1:09pm 
Oh ? I guess i didn't notice, my bad :-/
PureBunk  [author] 26 Jun, 2014 @ 1:06pm 
Actually on that one the pathing is screwed up. For some reason the blocker objects I use on the wooden ramps aren't stopping infantry from magically warping 20ft up the side of the cliff haha.