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I really hope you change this. Otherwise love your maps, plz keep making these. They are my favorite mode.
- Replaced Crate bridge with walkway and security fence/gate.
This has been a challenge to prevent ai from grabbing crate. I believe this works best now I tested it multiple times. There is a security gate one both sides of the walk way to the crate. The first one can be run over by med/heavy vehicles. The walkway is skinny so only troops can get by it. The second gate must be manually destroyed (target it manually) - AI doesnt know how to do this, so it should be safe now. :) Sorry about that!
BaBlito - thank you! :)
This is exactly what kind of gameplay i was expecting for the game.
It's a neat map design though.
- Fixed bridge to Crate so AI cant get it anymore.
- Replaced middle fishing island buildings with ones that work better and destroy.
- Tweaked some of the cover around map.
Would love to play them for some cool skirmish game-play.
Is there a way to post the maps without the scripts.
I'm trying to play vs. the AI in Skirmish with the "Q-Mode and SS Angriff Mod" but it never loads; have tried several times. :(
- Replaced hanger where Crate was with small island and destroyed bridge. This is to prevent AI from stealing Crate. So once you secure area, you'll need to rebuild foot bridge to get crate.
- Added AT guns behind enemy bases to prevent tank rushes by players.
- Updated some art around map.
- Replaced some factory buildings that weren't blowing up.
- Cleaned up hanger where Crate is, so enemy AI doesnt take it. (if they do, simply kill them, and it returns to hanger)
- Did another art run, removed some trees and opened up some visuals.
- Remove big warehouse building in center of map, was taking too much room.
- Flatten spawn area to allow for more building zones.
- Removed some of the guards, was too hard.
- Unlocked team 2 so players can choose country/etc...
- Art pass throughout.
COH3 doesn’t have anything that resembles Capture the Flag in the editor. So while mapping once day I came across crates that for some reason can be picked up, and moved with troops. Light bulb went off, hey this is cool, even if it is a bug?
So to exploit this finding, I originally created a typical 2 team CTF (well, Capture The Crate, but that doesn’t sound right), however the problem I found was AI doesn’t know what to do with it (without a ton of pre-defined scripts, which would be boring), and the other problem was retreat. Capture the flag, hit R, game over.
So I went back to CoOp plan. Team 2 being AI (or human I guess), have a bunch of defenses, and heavily guarded Crate to grab. Then instead of planting at base, I have a separate area that needs to be dropped off at, as simply hitting retreat cant win the game.
So this is how the map came to be.