Company of Heroes 2

Company of Heroes 2

(2 - 4) Stadtkrieg
26 Comments
f.laughlin 4 Jul, 2021 @ 11:45am 
good map:steamhappy:
WiZ 13 Aug, 2019 @ 1:47pm 
Had fun on this one! Good effort!
Invictus  [author] 15 Oct, 2018 @ 12:11pm 
Fixed, the streetlights are invincible!! Accomplished with some ''scar'' editing.
Invictus  [author] 14 Oct, 2018 @ 11:33pm 
Hi Chucky, thank you for the feedback!
I made the lightpoles an “Visual Entity” so they shouldn’t be able to get destroyed... I will look into that! With making them an visual entity i had to block pathfinding right underneath the lightpole so that it “looks” like there’s a actual entity there and you can’t pass trough it.
Again, thanks for the feedback and I will come back when it’s fixed!
Chucky Dickens 14 Oct, 2018 @ 6:22pm 
Just playtested this for the first time, and I must say, I had a ton of fun with it. :D (Vs AI)
Few little things I will point out though, since there's been so much talk about these garrison lights. :P
https://steamproxy.net/sharedfiles/filedetails/?id=1539538683
It seems that the lamp posts themselves can be destroyed any indirect fire. Never saw a cannon or thrown explosive destroy one, but even a light mortar will do it.
However... the Light stays hovering in mid air. Working as Intended?

Secondly, Pathfinding.
https://steamproxy.net/sharedfiles/filedetails/?id=1539538806
The lamps totally block movement of all units. You simply can't pathfind anything over them, even when the lamp is destroyed and only the stone base remains.
This was not any issue to my Gameplay, but I did notice it.
Invictus  [author] 13 Oct, 2018 @ 12:30pm 
Updated it! Let me know what you guys think of it :freezing:
Invictus  [author] 13 Oct, 2018 @ 11:48am 
I want to make those lamps indestructible, I think they will lose their purpose if they can be destroyed:german:
Chucky Dickens 13 Oct, 2018 @ 11:38am 
Oh, sorry I didn't word that too clearly. :P
I was trying to ask if the lamp-posts outside the building, (that you're using to indicate if the building is garrisonable or not) would be destroyable by a tank or such.
Kinda took it for granted that the buildings themselves would be destuctable. :fire:
Invictus  [author] 13 Oct, 2018 @ 11:36am 
@Chucky, if I make those buildings garrisonable (hope I wrote that right), then they still will be able to get destroyed, just like all the other buildings :)
I'm thinking about 12 buildings total that can be garrisoned, 6 on one side and 6 on the other, all ''mirrored'' to the ones on the other side so you get as much balance as it can be.
woodywong 13 Oct, 2018 @ 10:11am 
I really enjoy the layout and asthetics of the urban environment. I love the "3 bridges" dynamic. However, the idea that making buildings ungarriasonable is questionable at best. I wish I could enjoy playing it more, but IMO the game has been designed and balanced for at least some garrisoned structures. It seems like, when you make buildings ungarrianable, you are playing to the strengths of certain factions and to the detriment of other factions.
Chucky Dickens 13 Oct, 2018 @ 10:04am 
The lamps outside of the building look much nicer, IMO.
Only question is, will they be destroyed by a tank running over them, or some nearby artillery?
(They should. :D )
Kitfox 13 Oct, 2018 @ 9:36am 
Yeah, I'd like to see the lamps and the green markings for the minimap- they're intuitive and not in our face.
maspk 13 Oct, 2018 @ 4:18am 
garrisoned buildings
Invictus  [author] 13 Oct, 2018 @ 3:42am 
How about something like this:
https://www.dropbox.com/s/pbmkva6uab4qv6y/IMG_0084.jpg?dl=0

also some adjustments can be made to the mini-map (make the building green) to make it more obvious that those buildings can be garrisoned.
Let me know!
Kitfox 11 Oct, 2018 @ 8:02pm 
Maybe add a campfire or a lit street lamp outside of any enterable structure? The flashing lights are a bit.. immersion breaking to put it bluntly.
Chucky Dickens 11 Oct, 2018 @ 3:42pm 
Of those two options presented, I'd say I prefer the single light. Though I am not totally sure I'm sold on that Green.
IMO, the 4 red lights seemed a little too... in your face?
Invictus  [author] 11 Oct, 2018 @ 12:50pm 
I'm working on some possibilities, this is one thing I had in mind.
I want to make some buildings open for garrison, a way to let players know this building can be garrisoned is a light/smoke that shows that units can enter. Wich one do you guys prefer?

https://www.dropbox.com/s/51h7jtag6e48o9u/IMG_0040.MOV?dl=0
https://www.dropbox.com/s/f6jt4e2j1esgdkg/IMG_0041.MOV?dl=0

Let me know!
CamaradeOurs 11 Oct, 2018 @ 7:24am 
She look like very nice, very good job man
Chucky Dickens 10 Oct, 2018 @ 1:00pm 
Yeah, not wanting to add any pressure to ya, but I'd like to put another vote in the hat for Garrisonable buildings. :approve:

I mean... if the buildings end up being a problem... there's a variety of long range artillery options that can remove them...
Invictus  [author] 10 Oct, 2018 @ 9:20am 
Alright, I will try to see a way to ''highlight'' buildings that can be garrisoned, so that the map won't get unbalanced and I don't have to upload 2 maps
fontenoyjoe 9 Oct, 2018 @ 2:09pm 
Can't garrison buildings, dude! Other than that, its a great map!
LouviLP 9 Oct, 2018 @ 12:58pm 
pls?
:steamhappy:
LouviLP 9 Oct, 2018 @ 12:58pm 
Wokring Houseeees!
Invictus  [author] 9 Oct, 2018 @ 12:07pm 
@<--Bog, I might do that if the request comes by enough.
For now I'll leave it as it is :). Thank you for the suggestion!
DasGUUUTEupdate 9 Oct, 2018 @ 8:36am 
hey @Invictus can you please post a version with the houses working normaly.thx
jurgy111 6 Oct, 2018 @ 11:09am 
Very nice. I love 2v2.