Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Have fun playing!
About the bug : well to describe it, I was using Wermachts German infantry doctrine which includes Assault squad. These can be spawned in any building on the map. So I spawned them in the building at the middle point. Problem was that they instead of coming from exit of the building they got stuck in space between the building and some piece of terrain. They could enter the building and work normally, but whenever they tried to exit they could move only on limited space between the wall and terrain or inside the wall. All different buildings on the map (not many of them) worked fine so I think it was really because of terrain.
I had a look on it and sadly I have to say this is way to complex for me. As it seems to me, most sounds in CoH are attached to the objects and actions happening.
This is realy nice because you can place a fire and the sound is there. But when you place a forrest, the forrest sounds are there too.
I don't know how to mute them. I also looked in multiple ways to add new sounds to the scene and the available sound files, but I didn't found a quick solution. Maybe someone else, who knows more about the engine and the worldbuilder then me, will come and suggest a good solution.
As far as I'm concerned this is way to much efford for something only heard before the first shots fall. So I'm terribly sorry I can't adress your fair point. Thanks for the comment anyways. It's cool to hear you enjoyed it (even when the sound design is still lacking)!
There is only one point of criticism: the background ambient noise. It's that of a tranquil forest with tweeting birds and such. I'd have gone with more of a howling wind or something spookier if possible.
I'd also be interested in playing a version of this map with the the two teams on opposite sides, but that's just my own personal tastes.