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Topics - ivsh84

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Mapping / 6p_dubna winter map
« on: July 03, 2020, 05:29:13 PM »
Another map I'd like to get into EF - 6p_dubna (0.08 sga version attached to this post). Fully playable.
Tried to imitate zhytomir map a bit, coz I like pines.

3 atmosphere settings here and a thoughtful minimap (buildings close to map border should be seen clearly on it, IMO, as it is now).
Check out .sga size due to my perfect design, comparatively to other maps, BTW - it should load rather fast. Minimum amount of used objects, but in quantity, as usual = minimalism.

Suggested description: battle of moscow (or a bit before, then it would be november), december 1941 (or you could just write - 1941 winter incoming), settlement close to Dubna river. Kinda, until battle of Moscow germans went forward through that settlement, and then they were pushed back during counterattack. Hey, check out da photos and maps - https://ru.wikipedia.org/wiki/%D0%91%D0%B8%D1%82%D0%B2%D0%B0_%D0%B7%D0%B0_%D0%9C%D0%BE%D1%81%D0%BA%D0%B2%D1%83

Can be added either in My documents\My Games\Company of Heroes Relaunch\ww2\scenarios to load (ingame name "[EF] Dubna (6)"), or, what's better, included in .module as other mod map .sga - then atmosphere settings can be read by coh.

Map needs proper loading screen though, help me Max.

2
Mapping / 8p_belgorod (only .SGB here for other mappers)
« on: May 08, 2020, 08:52:30 PM »
devoted to first exemption of belgorod feb 1943, kharkov "star" assault operation, belgorod outskirts. The slush is kinda frozen until spring. Again: I felt like EF lacks this kind of a map.

Map is unfinished - SGB now only in zip (though after simple export in sga it will be playable). Layout and concept and obstacles ready, but map needs DonXavi or smb else to finish it - I can do that, but map will be a bit boring for me then! I can finish grass patterns after 2'nd mapper though.

(Still waiting - maybe Max will add smth on vitebsk and bratislava maps as well, cos it's a bit boring to play when you know map too well. Oh well, his design is genius-level, so I'm requesting beautification touch or adjustments.)

No accidental unnecessary land impassability, pls - now ice is accessible from any side.

So, I request here to use minimum amount of objects and splats to speed up map loading. Need more thought-in content: maybe make 1 side (you'll see which one) slightly more urban-ish, finish OOB part of the map. Some light poles and your night atmosphere option for this map.

3
Mapping / 6p_bratislava
« on: April 06, 2020, 12:09:23 PM »
Another map I'd like to get into EF - 6p_bratislava.

6p_bratislava playable 0.07 SGA attached here 06.04.2020 (let's make EF even greater with new update!)

Suggested description: august-september 1944 Slovakia, rebellion in Bratislava with soviet assistance.

Concept notes:

1) creek should be passable on all its length, IMO
2) for some reason didn't want to damage buildings and add banal craters, so I let them be
3) check out impass map without objects: there are 4 almost symmetrical hidden passages for infantry among long forest lines (pls don't hurt them)

Can be added either in My documents\My Games\Company of Heroes Relaunch\ww2\scenarios to load (ingame name "[EF] Bratislava (6)"), or, what's better, included in .module as other mod map .sga - then atmosphere settings can be read by coh.

Hope DonXavi will find time to add some beautifications or some pro tweaks, I'll gladly accept. Still can't make loading screen without his help.
My design idea was to use minimum objects \ splats etc. but in maximum quantity to minimise map size and loading time (and I've succeeded! check out sga map size!). Almost nothing should've existed in one sample, if it's not really crucial.

4
Red Army Suggestions / Naval reward doc comeback?
« on: March 26, 2020, 07:56:42 AM »
I'd like to get navals back in a balanced and funny reward doc, so here's a suggestion.
(Really hope it's easy to create cos maybe only 1 new icon effect needed when navals hidden behind green cover. When sniper shot them - smth existing can be used for sure.)


LEFT hand doctrine "naval manpower":

[2cp] Navals. 5 men call-in. Armor between RBS strelky / guards and common strelky, closer to strelky of course. (Won't be upgraded along with RBS upgrade.) Movement speed slightly less than strelky.

Cost 310 (no RBS bonus, no ability to build defences or outposts due to better armor on them and ammo reserved for close combat; if OP then just make ordering them longer), specialize in close combat (strelky-strafniki rifles for everyone from the start? or just 3 of them?) so can get 3-4 PPS-43 (worse than RBS ppsh) or 1-2 dp-28. They can still pick up some ptrs or enemy shreck though.

When in green (not yellow!) cover, get the best def bonus. Even vs grenades (not flamers!). But also about 50-70% offence decrease. Kinda hide bodies behind cover so well, that it's hard to shoot! It can be done by changing reload speed to be replicated visually. That's how they used to hide on a ship. Reasonable to ask for an icon or a symbol of a man hiding his head or alike.

1) they hate snipers so much, that every (squad member's? or just ally close by?) death from a sniper gives them anti-suppression and speed bonus for 15-20 secs (could ask for some icon and effect here?). Additional damage to snipers in close and mid range always.
2) they have normal grenades from the start. + they can use 3-4 non-sticky (!) instablowup (!) grens tied together (or a satchel charge if hard to implement) for about 60-80muni for building or bunker destructon plus to chase away or temporarily immobilise \ harm enemy tanks, if they didn't drive away.
3) They carry a lot of grens and own armor so no ability to build defences or outposts (maybe even can't cap points). But can purchase minesweeper (takes 1 weapon slot, what decreases firepower a bit) or maybe even cut wire - they expected territory to be guarded, when arrived.
4) They can break suppression for a cost of 1-men death! Like, open rush to enemy mg or a bunker led to a casualty due to kinda self-sacrifice.
+ they reinforce slightly faster than strelky, but not as fast as conscripts

+ at least here soviet major should get 5-th member, i.e. bodyguard! Or just 5 navals close to him instead.


[2cp] "Naval Training" - this doc should buff weapon teams health 15-20% and turn speed.
+10-15% faster reload for mortar (maybe only for usual one, whatever)

10-15% faster reload for AT - no great tank bonus here, no zis-2, so at least overall weapon teams bonus to rely on their training
+ 4 men crew for AT guns instead of 3 - never ever anywhere implemented, so will be fun! to be more res vs sniper spam

+ maybe deployed medical truck gets 20%more health

+ soviets once had "mechanics" unit with fast repair! we can buff repairs here?

[2cp] "Naval Reinforcement" (lowest button in doctrine hand) - if all armor is destroyed lategame, player can call-in T-34-85 + stsappers + AT (with "post-payment" or what's better - just cheaply; 5 sec delay between every unit appearance). (Kind of analogue what I suggested for ostheer to be more resistant lategame for not to wait until base destruction.)

(possibly most problematic point and can be replaced by smth - like simply call those stsappers from battleship)

RIGHT hand doctrine "battleship support":

[1-2cp] naval reserves?
+ mines for 20 muni "from battleship reserve", but only for common weak engies, coz no great tank bonus here, no FLAK etc.
+ allow common engies to place AT mines "from battleship reserve" like partisans did (after "men against tanks" upgrade)
+ common engies 15% faster repair speed tnx to more details available and tools from battleship (like ostheer elite reward doc should provide the same)

+ provide buyable KV-1 for a reasonable price (390-400mp?), that can give surrounding infantry yellow cover as a mobile fortress? (or some unused tank model for fun). ships brought in some old reserves kinda. It will be fun coz not as fragile as T-34 and can crush \ soak mines!

[2cp] Naval doc could use some help from a remote ships like "3 fast gunshots" for about 90 muni: only 3 arty hits will get in a rather close area relatively fast (even call-in is fast like 3 secs, without effects for an anemy) to destroy bunkers or buildings or tank blobs. Fastest to react but somewhat weakest arty!


+ [2cp] (lowest button in doctrine hand) possibly price cut for t-34 as a last point in some tree (like prop already does, but only for t-34). Or is-2, or SU, not sure: the idea is to cheapen certain tank like prop doc does, but additional details were provided only for some technique.

another option could be increase some soviet tank (like SU? new engies for SU?) speed 10% due to naval engine rework (this never existed in any doc), but this is mostly for fun. (The point was again to diversify soviet player from is-2 rush all the time, providing costly but powerful su100 instead more health and damage for a really costly upgrade.) here soviet lack powerful penetration guns, so maybe only SU's should be faster and cheaper.

5
Mapping / 4p_nikolaevka, 6p_vitebsk
« on: March 10, 2020, 06:12:56 PM »
I've felt like EF (soviets and Darc Reaver's answers on EF inspired me) and even CoH overall (smb should convert this for other mods as well, maybe?) lacks exactly this kind of maps, so here they are. Want to raise them to EF standards and include in the next patch (woohoo! at last some new maps in EF!), so any feedback will be used. Hope DonXavi will find time to add some beautifications or some pro tweaks, I'll gladly accept.

(The only thing I can't do is hi-res loading screen due to... Lack of official EF templates and Misc_SuperScreenshot not working properly. My vote is for some infantry in snowstorm for nikolaevka and a few calm night projector\ lamp lights perspective from above for vitebsk central areas, Max!)

4p_nikolaevka 0.182 (attached in next post here)
6p_vitebsk 0.15 (attached in next post here)

Can be added either in My documents\My Games\Company of Heroes Relaunch\ww2\scenarios to load (ingame name [EF] Nikolaevka (4) - and [EF] Vitebsk (6)), or, what's better, included in .module as other mod map .sga - then atmosphere settings can be read by coh. (BTW check out night atmospheres!)

The main design idea was to use minimum objects \ splats etc. but in maximum quantity to minimise map size etc. Almost nothing should've existed in one sample, if it's not really crucial. (And that part of vitebsk meant to be rather clean field around secured object, so only bushes.) Plus for some reason even with defined delay I can't get to see action markers (crater smoke, etc.) effects in time ingame.

(About vitebsk: I like 6p_kiev, but it's a bit too wide and too cramped in some places, though great in dark atmosphere; I like 6p_redball, but it's too simple, so tried to crossbreed them, esp in foggy .aps.)

---
Won't fit description, so for locale:

[EF] Vitebsk (6p)
23 june 1944 Bagration operation, Vitebsk-Orsha-Minsk being recaptured

[EF] Nikolaevka (4p)
november 1943 dnepropetrovsk offensive op, small settlement near Karnaukhovka village

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