Company of Heroes 2

Company of Heroes 2

(2 - 4) Standstill
45 Comments
Upscaleroom16 15 Sep, 2020 @ 9:24am 
didnt like this layout
Korhal 31 Aug, 2020 @ 2:10am 
Doesn't work with Spearhead mod
nostdrelease 5 Nov, 2017 @ 8:31am 
south east tower have a problem, sometimes when you get out your troop stay block between a all and a barbed wire.
Amazing map.
Xion2000 13 Dec, 2016 @ 8:55pm 
Aside from the 2 pacifist troops near one of the bridges, I thought the layout was pretty good :)
menimE [ZM] 12 Oct, 2016 @ 2:11pm 
today i played this map with a friend and we ran into some kind of glitch. soldiers can walk through wirde fences on the bridges which made for quite the ridicolous expirience.
KawwaK  [author] 28 Sep, 2014 @ 3:57am 
Thanks a lot for the suggestions and comments. I will work to improve the map and release a new version as soon as I can. But I'm a bussy man :(
disabledhuman 7 Aug, 2014 @ 3:20pm 
i've had this map downloaded for quite some time now, and it is still one of my favorites . the balancing is exceptional with a good flow to the fights. there's no design flaws , everything looks like it belongs, and most importantly i've never seen a broken line of code in this map. i think you did one hell of a job creating this map. keep up the good work and thanks for making my CoH2 experience more enjoyable!
OlaHaldor 4 Aug, 2014 @ 3:22am 
What's up with the static soldiers on the map? There's at least two troops of soldiers that are neutral. They block the bridge so you can't drive across it. And the wired fences block all vehicles from driving across the bridge in general.
Scott 10 Jul, 2014 @ 1:00pm 
Nice work! Thx! :)
FunCarcass 29 May, 2014 @ 2:35pm 
You should make a different version of the map that starts with broken bridges that are not repairable. That would be a good defense map where people can test different units and stratigies. I love the map as it but I think it would be cool to have that as an option. Just a suggestion.
Invictus 25 Mar, 2014 @ 9:29am 
The trenches you see in the second picture, beautifully made!
DommeHeady 23 Mar, 2014 @ 4:08am 
Very nice map, it will be great to play this map 3on3 or 4on4 :D
BlackKnight190789 8 Mar, 2014 @ 12:49pm 
:3 nice
[SKK] Neikon 8 Mar, 2014 @ 12:41pm 
lol
KawwaK  [author] 3 Mar, 2014 @ 8:46am 
Thanks for the comments! I can't work on the map right now but I'll improve it as soon as I have time.
Pajeú 2 Mar, 2014 @ 12:36pm 
Génial!
Malthaeus 3 Feb, 2014 @ 6:50pm 
Good fun map.
Duncan GACLeod Z 17 Jan, 2014 @ 12:07pm 
Good map. Enjoyed it with a friend against AI although I'd rather have 3 victory points than 4.
Anyway good work
KawwaK  [author] 11 Jan, 2014 @ 3:28am 
Thanks for the comments.
I will fix the bugs and will release a 4vs4 version of the map.
Right now I am moving to another house so I'm quite busy but I will do as soon as I can.
Mollex198 7 Jan, 2014 @ 6:32am 
Really nice map, plays nicely vs the ai. A few minor bugs I noticed: Units won't shoot at munition or fuel caches build ontop the strategic points with the sharpshooter nests. You will have to attack ground to destroy the caches in order to capture the points. Another thing, units can slip through the barbed wire at the south bridge. Aside from that, keep up the good work.
RoWar 4 Jan, 2014 @ 7:42pm 
Like the visual style of the map, especially incorporation of MudTech. On the upper bridge barbed wire can't be crossed by light vehicles for some reason.

Also a 6 player version would be very awesome, since I feel this map is a little too big for 2vs2
KawwaK  [author] 27 Dec, 2013 @ 5:46am 
Mpa preview is still flipped in this page (not in game) and I don't know how to fix that either. Not a big issue anyway.
KawwaK  [author] 27 Dec, 2013 @ 5:35am 
@Marines: Thanks I'm glad you like the map.
About the neutral units they come form a bug in World Builder. I know a way to delete them but I need to open the console inside WB and I don't know how to do it with a Spanish keyboard (Ctrl+Sift+º or @ won't work).
So if anyone can tell me how to open the console or if Relic fix WB, I will delete them. Meanwhile you can try throwing them a molotov, pretty fun!! :)
KawwaK  [author] 27 Dec, 2013 @ 5:30am 
@General Saint: Sorry I'm affraid I don't have a mirror link right now. It's weird that you can't download from workshop just subscribing.
CC-2224 27 Dec, 2013 @ 4:05am 
great map but i also noticed three teams of neutral Panzergrenadiers on one of the ends of the bridge closest to the bottom of the map (in the picture) apart from that its really good
Lord Wayne 26 Dec, 2013 @ 2:34pm 
I can't seem to download your map. Do you have a mirror link?
KawwaK  [author] 26 Dec, 2013 @ 8:11am 
Version 2.5 is up!

- Added the new mud technology.
- Added two new forward spawn points.
- Added plenty of new textures, plants and trees.
- Fixed some objects blocking paths.
- Other minor fixes.
KawwaK  [author] 26 Dec, 2013 @ 8:11am 
Thanks Lee, Logan and Nalle for the comment and the rating.
lee 26 Dec, 2013 @ 6:33am 
good
Logan 24 Dec, 2013 @ 10:46am 
:)
Nalleknas 24 Dec, 2013 @ 7:15am 
I am really looking forward to play the update!
KawwaK  [author] 24 Dec, 2013 @ 7:05am 
Thnaks Nalle, more spawnpoints come in the next update and lots of improvements in enviroment (more plants, textures, etc). As well as mud tech.
Very soon!
Nalleknas 24 Dec, 2013 @ 1:27am 
The map is overall pretty good! The environment can be improved for a finished look. Love the trenches!

Can you add spawnpoints for vehicles further down on the map is "spawn"?
Just a suggestion, well done!
KawwaK  [author] 23 Dec, 2013 @ 6:19pm 
Thanks a lot for the coments and the support!
Update comming soon.
hockeyshooter8 23 Dec, 2013 @ 2:23pm 
We noticed three teams of neutral Panzergrenadiers, otherwise no real problems.
oluja 23 Dec, 2013 @ 4:19am 
Nice Map man!
Trajan 23 Dec, 2013 @ 1:37am 
well done great Job
Blitztruppen99 22 Dec, 2013 @ 12:39pm 
i loves me some fortifications and trenches
KawwaK  [author] 22 Dec, 2013 @ 6:30am 
Thanks Nordland,

Next goal: Mud tech!
Nordland 22 Dec, 2013 @ 2:44am 
Nice map! :)
KawwaK  [author] 21 Dec, 2013 @ 7:12pm 
It's done!
Following your suggestions I made a lot of changes. I hope the pao is much more fun now.
Thanks and please comment.

Changes in v2.0:

- Starting points changed so now both teammates start together, improving cooperation and gameplay.
- Now there are four victory points so the map is more interesting and not so concentrated on the river.
- Some capture points have been moved for better gameplay.
- Bridges are now almost open. Just a barbed wire on your way. Watch out!
- New sky.
- A lot of new objects, textures, etc.
KawwaK  [author] 20 Dec, 2013 @ 6:27pm 
I've been checking out Vire map and it is amazing how both maps look alike! I swear I wasn't thinking on that map but I understand it is hard to belive since they are basically the same.
As I said in a previous comment I probably had Vire in the back of my mind while making Standstill.

I'll try your sugestions and update it. Thanks.
Ryan 20 Dec, 2013 @ 9:41am 
Yeah, you make a really good point about putting a VP in the middle. I suppose that's what was great about Vire having two on each side; you were not only forced to expand across the river, but to spread left & right as well. I think I love VP mode so much because it allows me to up the difficulty and focus on holding the line by my nails, WWI-style XD
KawwaK  [author] 20 Dec, 2013 @ 1:03am 
Hi Ryan, thanks a lot for the comment. Means a lot comming form you.

The fact is I did all the map from scratch and never thought about Vire River Valley when doing it, but... I obviously played CoH1 a lot and I like the maps with a big frontier between both sides so that map was probably somewhere in my mind while making it.

Your idea of a shared base is good. It would be a lot of work to change that but I think that, as you said, it could open more space for gameplay. Although I like the assimetry distance form the river because it makes each game different according to what possition you start at.

About the victory points. The fact is that I always play in annihilation mode so I dont care much about VP :). But I will take a look at some other maps to figure out a beter VP placement.
I didn't want to place the obvious third VP in de middle of the river cos it'd become too important and all the game would be about that VP and not the rest of the map.

Thanks again!
Ryan 19 Dec, 2013 @ 8:40pm 
I really dig the map; it's essentially a compact version of Vire River Valley, one of my favorites from CoH1. I have one strong suggestion: in keeping with the spirit of CoH2's shared base philosophy, I think teams should start right next to each other, in their respective lower-left corner of the map. Not only would this foster more teamwork, it would also put both players at a roughly equal distance from a bridge, and would open up the opposite corner for gameplay.

Another suggestion: consider putting in a third victory point, or even a fourth. Vire had two on each side of the river if I recall correctly, and I liked it a lot that way.

Good work!