Company of Heroes 2

Company of Heroes 2

(4-8) Halloween ’19: Carpathian Mountains
22 Comments
SCARH 4 Sep, 2022 @ 6:21am 
Best map Ever 10/100
DRA60N 3 Nov, 2019 @ 4:53am 
this map is the best ive seen for the game so far epic
Hardrias 28 Oct, 2019 @ 3:42pm 
Straigth outta Dawn of War yo
Tick Beard 27 Oct, 2019 @ 10:07pm 
Argh! The spooks! It's too much! Quick! Save me Panther Tanks from this nightmare! Fantastic job on this map, General Fakenews. It's so good, that I could've sworn I died and went to Hell!
CHMA | Shortimer 24 Oct, 2019 @ 10:09pm 
this is pretty cool man, i hope youre proud of your work
General Fakenews: G. Govneg  [author] 24 Oct, 2019 @ 3:11pm 
@tprex - I wasn't able to reproduce the bug, so it must be pretty rare. Nevertheless, I decided to fix this bug by adding a path to the backdoor of the building. The other option would have been to obstruct the rear entrence with even more objects, but as I was not sure this would finaly fix it and because I think this solution improves the balancing, as it puts more weight on the eastern spawn points. Thank you for reporting the issue. If you find any more problems, keep me updated.

Have fun playing!
UnmotivatedZombie 24 Oct, 2019 @ 1:25pm 
cool but the shape of the map suggests HERESY! *BLAM*
CAPTGecko 24 Oct, 2019 @ 12:46pm 
God I wish there was mroe surreal maps like that one. Great work!
tprex 24 Oct, 2019 @ 9:28am 
General Fakenews: G. Govneg -
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.
FXZenaira 24 Oct, 2019 @ 6:35am 
Why do my brain say This map + Zombie mod
Herzeleid 23 Oct, 2019 @ 4:53pm 
Wow sehr gut! Fantastic work, bro :cozybrawlhalla6:
I Darkstar X 23 Oct, 2019 @ 3:10pm 
This is beautiful.
General Fakenews: G. Govneg  [author] 23 Oct, 2019 @ 7:12am 
@Wiid Good Idea, just tryed it, but I wasn't able to find a good result. It either obstructs the vision to much or simply doesn't look good/work with the blood lakes/dense fog.
Wiid 23 Oct, 2019 @ 1:43am 
@General Fakenews: G. Govneg maybe you could make a version of the map where there is a storm and its raining. Im sure that would add the spook factor and drown out the unwanted noise
General Fakenews: G. Govneg  [author] 22 Oct, 2019 @ 3:03pm 
Admiral Casual - Oh, I didn't noticed that because I have the worldbuilder mute and play CoH 2 not realy loud.

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)!
Simon 22 Oct, 2019 @ 2:41pm 
i am just a normal ranked pleb, but this map looks awesome!!!! Forward looking to playing it
General Fakenews: G. Govneg  [author] 22 Oct, 2019 @ 1:24pm 
tprex - Also yeah, the center part of the map is mainly nine showcases of more or less classic horror/spooky scenarios, and the ways to the center are a bit generic. At the one hand I could not decide for one idea, on the other hand I thought it might be a bit boring to just have one setting for a 4 vs 4 sized map. Maybe I'll do a 2 vs 2 next year :) On the other hand, I could have done more to make the showcases changing more fluid, but to be honest: this project was mainly a little funny sid project. I hope you were able to enjoy it anyway.:conwayshrug:
General Fakenews: G. Govneg  [author] 22 Oct, 2019 @ 1:24pm 
tprex - to the bug you had: I would love to fix it, but as it never happend to me or one of my friends: could you describe it a little more? How exactly did they got stuck? when you tryed to enter the building, when you tryed to exit the building, did they just didn't leave the building or did they leave it, but got stuck at the exit? Which lane did you start and how deep into battle was it? Where there any damages in the area arround the main building?

PERSIAN STALKER 22 Oct, 2019 @ 12:21pm 
GOOD
tprex 22 Oct, 2019 @ 12:10pm 
I was playing with assault squads as wermacht and they got stuck in the building in the middle. Although very spooky map, it looks like showcase of scary sceneries.
Pondera the Radio Angel 22 Oct, 2019 @ 6:31am 
Well, I can safely say that this is the most terrifying piece of real estate I've ever fought over. It's obvious that this map was a labor of love and there's a LOT of really nice effects like the tank graveyard and the "Ghost Army". The design of the map is such that attack could come from any angle at any time (and it does) given that you have an enemy to your left and to your right at any given time.

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.
Tobeh 22 Oct, 2019 @ 4:25am 
2 spooky :retreat: