Company of Heroes 3

Company of Heroes 3

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(6) Mountain-Village
   
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Tags: extension, map
File Size
Posted
Updated
4.971 MB
27 Feb, 2023 @ 7:39am
24 Mar, 2023 @ 1:58am
8 Change Notes ( view )

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(6) Mountain-Village

In 1 collection by Positive-Potato
DevNost - My own Maps
13 items
Description
A village in the middle of a hill is surrounded by different warring parties. It is an important point to decide the particular battle. Since there have been stored many gasoline resources by an unknown organization called "Zydra".


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If you have any problems or comments, please leave a comment. This is my hardest and hopefully best map so far.

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Udpate v4:
* Sideway

BIG-Update v3:
* Add much Cover
* Add much new Deco
* Add more Land
* Add Cliffwalls
* Fixed buggy stones
* changed Grass
* Changed Water
* Changed territory Points
* Add Minimap-Layout
* Fixed the new Side-Way
* Add new Ways
* Add new streets
* Add new Trees
* Fixed Grass on Stones
* Add Grass
* Fixed Texture bugs
* changed 1-2 Layout things

Update v2:
* Improving movementblocker
* updates 2 ways


Update v1:
* better atmosphere
* add 2 new ways (only inf)
* new covers
* new decoration
* bugfix
* movementblocker
11 Comments
Positive-Potato  [author] 24 Mar, 2023 @ 6:22am 
Hey,
checkout my new V2 Map from Achelous-River:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2951508568

By anyproblems just write me :)
Positive-Potato  [author] 24 Mar, 2023 @ 1:51am 
Update 4:
* Sideway bug
Positive-Potato  [author] 24 Mar, 2023 @ 1:36am 
BIG-Update:
* Add much Cover
* Add much new Deco
* Add more Land
* Add Cliffwalls
* Fixed buggy stones
* changed Grass
* Changed Water
* Changed territory Points
* Add Minimap-Layout
* Fixed the new Side-Way
* Add new Ways
* Add new streets
* Add new Trees
* Fixed Grass on Stones
* Add Grass
* Fixed Texture bugs
* changed 1-2 Layout things
Positive-Potato  [author] 4 Mar, 2023 @ 4:57am 
Hey, I have released a new map check it out if you want :D
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2942035853
Positive-Potato  [author] 4 Mar, 2023 @ 2:17am 
@AmericanKraut I'll try it again. In my test everything worked great. When I notice the bug I fix the bug:8bitheart:
AmericanKraut 3 Mar, 2023 @ 5:39pm 
Were the areas on the side of the mountain fixed? I had AI units walking straight up the side of the mountain. Thanks and cool map. :doicross: :doistar:
Positive-Potato  [author] 28 Feb, 2023 @ 1:20am 
Hey,

first of all really big thanks for the long comment and your opinion :D.
I have today times found time and the documentation me times looked closely. Many things I could have simplified by far and have made me circumstance e.g. there is a tool that automatically creates paths between different heights... or how to place the water better without bugs....
I will apply this collected info in the next as well as on the previous maps (if possible).
Thanks also for the info with the "balancing" of the map here. I will try to change a few things then and improve. If I create another map, then I will also apply all my collected knowledge.
In addition, I try to implement more and more cover, decoration or "stories".

Thanks again for your opinion and that you give me feedback on almost every map ^^
If you want you can also add me and give feedback anytime.
Wanderlust 27 Feb, 2023 @ 7:48pm 
I haven't noticed too much about this one, other than the maps height being a little unwieldy and hard to navigate, the central cavern could stand to be a tad larger as it's almost INEVITABLE that people will end up Brawling in the central area with tanks.

As is, it leads to traffic jams and blocks with vehicles much like the original Lyon did. The Ai ESPECIALLY is prone to this -- However this leads to opportunities to trap both players and AI in the central are with anti tank units and pick them off. So the ENTRANCE I'd leave as is, but the interior I'd widen up a bit to set up for more stand offs and brawls. As it is you are forced into the buildings to fortify and in the current balance that just leads to flamethrower spam obliterating you.
Wanderlust 27 Feb, 2023 @ 7:35pm 
I have noticed, that in this map, and others with large height changes the wire mapping seems to appear, as if there isn't a texture. Such as on the ramps to this map going to the top, and on the banks of achelous river. I've seen it on several maps, not just yours, so I have to wonder if it's an inherent bug with the editor more than something you and them have done.

I haven't mapped since the days of command conquer red alerts initial releases so take my critiques with a grain of salt. You have potential! You just need some advice reaching it!
Wanderlust 27 Feb, 2023 @ 7:32pm 
Much better and much more consistent quality now. I saw someone linked all the documentation on middle bridge. So now I feel more able to offer more critiques where you can improve:

a lot of your land sculpting is straight edges on natural formations. This isn't something that occurs in nature. Water and weather erodes certain types of rocks and sediments at different rates. If you want to do a straight edge, it should be like in Lyon or the Italian maps where it's a stone or gravel lined aquaduct, to show it's man made. Your use of buildings and cover is MUCH better and it shows with this map I'd recommend doing a pass over of each of your maps now and implementing what you have learned to improve the cover and and now the land on each map. A "skybox" or at least outside the map boundaries to make the map look like it is connected to the wider world would be an improvement as well. (i had no idea I had a character limit, continued in post 2)