Company of Heroes

Company of Heroes

UE4: The Climb (8)
37 Comments
Peeedaaah  [author] 9 Apr, 2024 @ 4:16pm 
Haha. I put those there to make it annoying. They sneak in the back nicely... right after you push past them.

When I play this map myself, i just build an mg nest and leave one or two at guns pointing at the entry points.

If you are playing with a mod you need more backup...but you get the idea.
[Operator] Domsch 9 Apr, 2024 @ 1:08pm 
The AI entry points in the middle of the map ruin everything
Nosferatu_ITA_06 21 Nov, 2020 @ 3:15am 
Thank
Peeedaaah  [author] 20 Nov, 2020 @ 1:01am 
All of them should work, but the Ai will move them wherever it likes. I think there may be some scar coding used with markers to make them stay, but I didn't really research it super well bavk when i made these.

The guy to ask is 'trained killa', a CoH map builder who tinkers with scar code. He and i worked on some stuff together a little while ago. He's a top lad.

The easy fix, if you can't be stuffed with scar code, is to trap the unit in some heavy cover, like a square of sandbags. If they can't move, they'll fire. This is the method I've used in most of my Unfair Enemies maps.

Leave enough room inside for the unit to move slightly, so it won't get overly stuck, but seal it off so it can't retreat.
I've done this for AT guns, snipers, heaby mg teams and mortar squads. Works fairly well, but it's super easy to target them as a human.

The British/Commonwealth stuff is buggy. I don't use it.
Nosferatu_ITA_06 19 Nov, 2020 @ 12:24pm 
Hi Peeedaaah, mortar squads in the path sbps/races/allies/soldiers in World builder are:
1) mortar_section
2) mortar section_airborne
3) mortar section_airborne_sp
4) mortar section_airborne_sp_m07.

I tried to use the first one, but, at the start of the game, the soldiers do not stay in their position, but move. Is there a way to keep them stuck or do you have to change the team selection?

I also tried to use mortar section in path sbps/races/allies-commonwealth/soldiers.
This squad does not move but is indestructible in all CoH mods except in Blitzkrieg.
Thanks a lot
King Azog 26 Oct, 2020 @ 7:32am 
Thank you Peeedaaah.
Peeedaaah  [author] 26 Oct, 2020 @ 1:07am 
Hi Azog. I don't know mate. I don't think i modded the .scar file for this map, so not sure why your munitions stop coming in. Probably blitz mod related. I don't play or build with the BK mod in mind. Sorry.
King Azog 25 Oct, 2020 @ 7:00am 
Hi Peedah. I've played again this map with Blitzkrieg mod vs A.I. and I've noticed a bug: in a certain moment, the ammo counter sets to +1 no matter if I've most of ammo point conquered. What it could be? Thank you in advance. Have a nice day.
Peeedaaah  [author] 21 Oct, 2020 @ 2:06pm 
No worries at all. Happy building.
Nosferatu_ITA_06 20 Oct, 2020 @ 10:52pm 
thanks a lot
Peeedaaah  [author] 20 Oct, 2020 @ 9:26pm 
You need to select units from the sbps list in World builder.
https://drive.google.com/file/d/1FcsI6fad341XAwv71RcfTjiEsFLWqzLc/view?usp=sharing
The file path is still called ebps though....its weird, but it works.
The weapons (such as the mortar) don't spawn in either, until the next time you reload the map. It will work though
Peeedaaah  [author] 19 Oct, 2020 @ 2:05pm 
Hey Nosferatu. Hope you are doing well. It's not hard, you just click on the squad and select the team you want from the drop down menu called 'player assignment' under the 'object placement' tab. Screenshot below:
https://drive.google.com/file/d/1Zu7awEdhP4mg86idH7w73CN4rHAhAeoX/view?usp=sharing
Nosferatu_ITA_06 19 Oct, 2020 @ 9:48am 
Hi Peeedaaah, how do you attribute a "squad" to a (races) flak 88 (or mortar) and to its relative crew?
Cpt Conti 20 Oct, 2019 @ 7:13am 
Very unfair mapp ! TY !
King Azog 17 Jul, 2019 @ 6:13am 
@Peeedaaah.
Thank you very much.
Peeedaaah  [author] 16 Jul, 2019 @ 5:34pm 
@Azok
A good idea indeed. I don't know how to .scar code (apart from using premade stuff) so if i did something like this, it would be within the bounds of map design. I've made 'rescuable' units before (stuck on islands with destroyed bridges) or weapons found in areas guarded by enemies. Can be done. I'm working on an unfair enemies map called "infantry vs armour" at the moment. Maybe i can include something like what you've mentioned.
Leberwurst 16 Jul, 2019 @ 2:44pm 
very cool map. more more more pls.
ReichVictor 16 Jul, 2019 @ 5:43am 
yeah, I like that idea
King Azog 16 Jul, 2019 @ 3:02am 
Nice Map indeed. About requests: is it possible to have a map with a hidden task? I mean, if player(s) conquest a point or a special building, here comes a bonus that could be a special vehicle or reinforcements or whatever. Thank you very much.
Peeedaaah  [author] 29 Jan, 2019 @ 12:32am 
Thanks blackTigerAce. Glad you enjoy them. I've got a new pc and a few map ideas in the works. I'll be building maps for some time to come.:cozybethesda:
BlackTigerAce 28 Jan, 2019 @ 8:56pm 
thx for the map, peedaah
if you gone, maybe i will die
Peeedaaah  [author] 10 Jan, 2019 @ 1:12pm 
Hi VALT13L. I do take requests. I've actually made a discussion for it. So feel free to share it with others who also have map ideas.

https://steamhost.cn/steamcommunity_com/app/228200/discussions/0/1741103267268773385/

Leave a big description of what you want on the link above. Attach a sketchup or whatever if you like. I'll try and make it happen.
ReichVictor 10 Jan, 2019 @ 10:03am 
Yes, defending and making the AI use Soviet tactics is so much fun
VALT13L 10 Jan, 2019 @ 7:55am 
do you by any chance take requests?

a buddy of mine and i LOVE your maps but can you maker a huge chokepoint map? with destroyabler bridsges and heavily defended positions and other such thingies? ouyr playstyl;e revolves around defense so... perhaps youd try make one with lots of bridges and bit by bit warfare?

thank you :)
ReichVictor 29 Dec, 2018 @ 1:50pm 
Yeah, I noticed, actually had a great game with the non historical combat mod on these maps, for example on this one I got flooded into my HQ but I made the island a fortress and held out there for like half an hour
Peeedaaah  [author] 29 Dec, 2018 @ 1:33pm 
Hey Reich,
I agree. The two front idea is a lot of fun. I usually have it in some way. In UE4, the territory is connected up the side of the map, so you can have outposts midway.

But I am planning another UE, similar style of map to UE4, but with two obvious fronts.
Thanks for the feedback and I hope to paly with u some time.
ReichVictor 29 Dec, 2018 @ 12:27pm 
I think the first ones were better in my opinon, having a second front with infiltrating forces is the best idea ever, I hope you use that idea more in the future maps!
Peeedaaah  [author] 29 Dec, 2018 @ 12:25pm 
Yeah I play it a fair bit. Hopefully I see you in a lobby. Friend me if you want to tee something up.
ReichVictor 29 Dec, 2018 @ 4:42am 
I absolutely love these maps, I heard you still play this game? Wanna try it together sometime?
Peeedaaah  [author] 27 Dec, 2018 @ 1:16pm 
You're welcome. It was a fun match!
Roog 27 Dec, 2018 @ 1:15pm 
Playing this map with the creator makes it even more fun!
Cheers dude
[PBSr] fotion1 24 Dec, 2018 @ 6:10am 
great map
junogirl 23 Dec, 2018 @ 8:42pm 
thank you~~
lil Mickey 23 Dec, 2018 @ 6:24pm 
This map is the bestest
Peeedaaah  [author] 23 Dec, 2018 @ 3:06am 
One known bug.
The medium munitions territoy is supposed to connect along the left side of the map with the fuel point closest to PL1. Despite it actually joining, the terriroy is considered disconnected. Not sure why. Sorry. :(