Company of Heroes 2

Company of Heroes 2

(2-4) Operation Bridge Builder
21 Comments
BulletChicken  [author] 19 Jan, 2018 @ 1:08pm 
This map was published before the 'big' US base was in the game, unfortunately. There are also issues when building the normal FOBs, I'm aware of that. However, I don't update my COH2 maps anymore, and this was my very first map too, which leads to stupid problems because of stupid map design. I made some other maps later on which have better design, such as 'Quiescent'.
Otto Carius 150 + 18 Jan, 2018 @ 8:32am 
this map is unplayable as number 1 because the 2nd workshop cant be built no space. it says its built but you dont get anything from it men or guns etc
BulletChicken  [author] 4 Jul, 2015 @ 3:01am 
Hello, I have just published a brand-new map: Quiescent.
BulletChicken  [author] 11 Mar, 2014 @ 6:47am 
@HerrGIS, I'm glad you can see my effort in this map. It took lots of hours to make it work like this. Some people don't understand how hard and boring making a map can be. But I enjoy it :) And that's why I have uploaded this to the community: to share my joy! :D
BulletChicken  [author] 10 Mar, 2014 @ 8:29am 
@HerrGIS: Thanks for helping out! :)
HerrGIS 9 Mar, 2014 @ 10:40pm 
@author, I tried the map again as both Team 1 and 2. Team 1 (SE) was fine - a little cramped in the base area, but still workable. When I tried Team 2 (NW) the AI still boxed me in (grrrr). On a positive note, no AT guns managed to cross the foot bridges! So good job fixing that. I guess when playing with the AI as a partner, selecting player 1-3 is the best option for build space considerations. Alternatively, if you play the map as 2v2, the space around both of the bases should be ok.You did a good job on the map layout and design. I liked it a lot. I look forward to more content from you. :Perseverance:
HerrGIS 9 Mar, 2014 @ 4:59pm 
@author, Team 2's base is located in the NW, closest to the intact footbridge. The main issue is the AI building right in front of the paved road exit. I admit I did the same thing once because space was so tight ;-) Trimming the trees around the inside of the base (or near the base exit) might help to free up some space. Since you've posted an update, I'll give it another try. As for the the AI being able to drag AT across the footbridges - no worries; I'm still adjusting to the the AI finally being able to repair bridges <dang it>. I look forward to seeing more of your work. :Perseverance:
BulletChicken  [author] 9 Mar, 2014 @ 1:53am 
New update released!
BulletChicken  [author] 9 Mar, 2014 @ 12:53am 
@HerrGIS, I am struggling with the crossing points too. Relic did something wrong with the bridges, I guess. AT guns can cross infantry bridges for some reason. And about the base: that's a problem indeed, but, because the AI is doing weird things in this map, I can't change this because it will affect the map and this problem doesn't occur when playing with human player. I appreciate your feedback though! And about the buildings trapping the tanks, was that in the southeast or the northwest base?
HerrGIS 8 Mar, 2014 @ 7:30pm 
@Evil_Insurgent, I wanted to thank you for making a well designed and detailed map. I do love a map with a good mix of terrain type and blind spots. That shallow crossing point was a major thorn in my side since AT managed to somehow wiggle their way through. I ran into issues with the Team Two base. The build area would benefit from 10% more room to accommodate structures as the AI isn't terribly efficient at building a compact base. They blocked the road exit with a building a few times trapping my tanks. The vegetation near the base seems to be indestructible which caught me by surprise. Making a bit of the vegeation around the base edge desructable may be enough to help trapped units escape. I like the map, but it can be frustrating when the AI boxes you inside your own base. Otherwise everything seemed to work ok. I will give Team 1 a try and see if the same issue is present. :Honored::KneelingBow:
BulletChicken  [author] 3 Mar, 2014 @ 7:54am 
I will add Victory Point Control soon, not sure where to place the points yet...
NoTriggerFinger 3 Mar, 2014 @ 7:27am 
if you play annilhaliation it´s a good map

BulletChicken  [author] 2 Mar, 2014 @ 9:34am 
@Kishy: I fixed it, but I'm struggling to update the map via Steam.
Kishy 2 Mar, 2014 @ 9:15am 
Another problem with this map is the fact that the Map Entry Points are all assigned to the first player. Please fix this so that Players 2 and 3 can call in support units with their Command Points
BulletChicken  [author] 27 Feb, 2014 @ 1:07pm 
@Cygnet: True.
Cygnet 27 Feb, 2014 @ 12:39pm 
@EvilTigerAce Yeah, but it makes great target practice for artillery and mortars when they do things like that...
BulletChicken  [author] 26 Feb, 2014 @ 12:57am 
@Cygnet: Haha. Well...

@Smer-Gol: Yeah, the main problem in this map is that all the units get stuck on the bridges. But this will rarely be the case if you are playing with human players only. The AI pushes 10 conscript units over a footbridge at the same time...
Smer-Gol 25 Feb, 2014 @ 3:12pm 
Beautiful map, but AI pathfindigproblems with bots
Cygnet 25 Feb, 2014 @ 10:10am 
Well.... I jsut told Relic to go fix it as a bug, so...
BulletChicken  [author] 25 Feb, 2014 @ 9:41am 
It's a model from COH1, it doesn't work, but I don't want to let it work, because it will give the right team an advantage.
Cygnet 25 Feb, 2014 @ 9:36am 
I get a weird icon failure when I rebuld the mortar bunker. Is it supposed to do soemthing? I know you can repair it and use it, but it does not seem to allow you to garrison a mortar team or use the heavy mortar.