Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Mapping => Topic started by: nbeerbower on January 31, 2010, 03:49:42 PM

Title: Cottbus (4)
Post by: nbeerbower on January 31, 2010, 03:49:42 PM
Final version of Cottbus. Includes AI fixes, as well as some visual add-ins. Also fixes the weather options.

(http://img641.imageshack.us/img641/2042/relic00051.jpg)
(http://img36.imageshack.us/img36/9968/relic00052y.jpg)
(http://img40.imageshack.us/img40/5994/relic00050.jpg)

Download! (http://www.filefront.com/16567927/4p_cottbus.sga)
Title: Re: Cottbus (4)
Post by: Loupblanc on February 02, 2010, 06:21:28 AM

 Awesome map!!! By FAR! :)
 xcept for one thing... cmon dude... would it kill you to add
 some munitions? :) 4x Medium/high fuel and ONLY a few +5
 munitions? WTF! :)

 Otherwise, amazing...
 ... xcept for the Cromwell tank, that is ;)
Title: Re: Cottbus (4)
Post by: nbeerbower on February 03, 2010, 02:02:22 AM
Cromwell's gone in this version.  ;)

I'll be sure to add more muni. :P

Thanks.
Title: Re: Cottbus (4)
Post by: bastex on February 17, 2010, 10:46:02 AM
why can we walk trough the woods ? :P
Title: Re: Cottbus (4)
Post by: SK8ERatWAR on February 17, 2010, 11:27:16 AM
is the forest fixed so that you can't walk through it anymore?
Title: Re: Cottbus (4)
Post by: nbeerbower on February 17, 2010, 09:02:44 PM
is the forest fixed so that you can't walk through it anymore?

Yes.
Title: Re: Cottbus (4)
Post by: SK8ERatWAR on February 18, 2010, 03:47:39 PM
thanks
now, where do I put the map? xD
Title: Re: Cottbus (4)
Post by: nbeerbower on March 02, 2010, 04:25:37 AM
3/1/10:

New resources due to high demand (you guys are lucky, I have a paper due soon  :-X) as well as some visual tweaks.

-nbeerbower

3/6/10:

Couple more updates, ugh, it never ends.
Title: Re: Cottbus (4)
Post by: Calavera357 on July 28, 2010, 01:27:15 AM
Noticed a bit of a glitch as far as the woods are concerned.  All the units can still shoot at each other through the trees if they are within range, no matter how many forest tree bushels are in between.

I would recommend putting in some shot blocking in the densely wooded areas, only because the soldiers and vehicles shouldn't be able to see each other to get a shot off through the dense bushes and trees.  But that's just my opinion.  At least you can't run through them anymore.

PS: I think there's still a carcass of a Cromwell tank at the southern bottleneck. 
Title: Re: Cottbus (4)
Post by: nbeerbower on August 02, 2010, 08:36:48 PM
(No Download)

8/2/10
-New Grass types.
-Second base MG.
-Corrected Loading Screen.
-Movement and Shooting blockers.
Title: Re: Cottbus (4)
Post by: SuperSoca on August 13, 2011, 07:59:53 AM
Hi people. Besides i like the design of this map (i always remember Band of Brother's Battle of Ardennes), he need some changes. I will make a edited print screen tomorrow showing the points. The map is too "static" atm, but have a potential to be much more. The main changes in my opinion:

- Need to remove 1 of the VP's. 4 VP's are not good because if one side take 2 vps and the other too, tha game last forever.
- More flanking possibilities on the mid. The West start location, for example, have to go to right road/mid to flank because there is no flanking entrances in the forest on this side.

Will post other sugestions tomorrow.
cya!
Title: Re: Cottbus (4)
Post by: cyhyryiys on September 01, 2011, 03:26:14 PM
dl link doesn't work
Title: Re: Cottbus (4)
Post by: Max 'DonXavi' von B. on September 01, 2011, 03:27:20 PM
dl link doesn't work

You don't need to download it, it comes with EF.
Title: Re: Cottbus (4)
Post by: cyhyryiys on September 06, 2011, 08:14:08 PM
thnx maxi,

but do you mean it comes in a future version of ef or should it already be in the ef 1.51 version? (Can't find it there)

Title: Re: Cottbus (4)
Post by: Blackbishop on September 06, 2011, 08:40:42 PM
It's included in EF since it was finished ;).
Title: Re: Cottbus (4)
Post by: Otto Halfhand on September 12, 2011, 12:50:18 PM
Please consider enlarging the 3 & 4 start locations a bit more 1.501 is better than previous but with PE  HQs it is still difficult to get all 4 sited on map, particularly in the heat of micromanagement.