Company of Heroes 2

Company of Heroes 2

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Strategic Territory Points
Item Type: tuning
File Size
25.742 KB
Jan 19, 2016 @ 4:47pm
Jan 21, 2016 @ 4:32pm
2 Change Notes ( view )

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Strategic Territory Points

Strategic Territory Points Mod

This modifies territory points to (re)introduce low, medium, and high fuel and munitions points. Normal territory points no longer provide any resource income, turning their function mainly into strategic cutoff points. In addition, all non-victory points are capable of building an observation post.

I have always felt that the unified territory points in Company of Heroes 2 denied a level of strategic gameplay that I felt was incredibly important. I have wanted to see how CoH2 feels with territory points from CoH1, but merely modding territory points has greater implications in map design, and editing territory points requires making or modifying maps to properly make use of them.

But here we are anyway.

For anyone at all interested in making compatible maps for this mod, the specific points to use in Worldbuilder that have been modified are as follows:

territory_point_low...................Low Munitions Point (+5)
territory_munitions_point.........Medium Munitions Point (+10)
territory_munitions_point_mp..High Munitions Point (+16)
territory_point..........................Low Fuel Point (+5)
territory_fuel_point..................Medium Fuel Point (+10)
territory_fuel_point_mp...........High Fuel Point (+16)
territory_point_mp...................Strategic Point (0)

Because most existing maps use 'territory_point_mp' as the bulk of territory points, using this mod with incompatible maps will typically result in a stunning lack of resources for everyone.

As this mod was especially inspired by the CoH2 maps from Company of Heroes 1: Langres, Angoville, and Semois, I have modified each of these maps to be compatible with this mod with only minor changes to the territory sectors. I'm been interested to see how well the maps translate as they function as they did in their previous incarnations. Most importantly, I take absolutely no credit for any of these maps in any way. They are official maps that I have simply modified to be compatible with this mod, with all credit due to their original creators.

Simply use these maps in conjunction with this tuning pack to enjoy the new territory points.

Langres (STP Mod):
Added the southern munitions territory point.
Shrunk the capture zones for territory points.
Removed extra base MGs.
Closed section of hedgerow into northern base.
Closed section of hedgerow by the central VP. (Thanks Nubb3r!)
Moved VPs to their CoH1 locations

Angoville (STP Mod):
Shrunk capture zones on non-VP points.
Added the low fuel points adjacent to each base.

Semois (STP Mod):
Shrunk capture zones on non-VP points.
Added the medium munitions points adjacent to each base.
1v1 still encouraged, but 2v2 capability left intact.

Rails and Metal (STP Mod):
Shrunk capture zones on non-VP points.
Rearranged territory points and sector zones to replicate the final CoH1 version.
Removed some of the extra base MGs for each side.

Arnhem Checkpoint (STP Mod):

Minsk Pocket (STP Mod):
Moved the side VPs closer to the center of the map and into separate territories.
Replaced former VP territory sectors with resources.
Swapped position of a few trees and pieces of cover to reflect the new VP positions.

Crossing in the Woods (STP Mod):
Added a low fuel territory near the base of each player.

Faymonville Approach (STP Mod) :
Added a low munitions territory near the base of each player.
Moved the side VPs further towards the edges of the map and into separate capzone-only territories.
Replaced former VP territory sectors with resources.

Income values, capture times, and how many resources OPs provide may be subject to change, but otherwise this mod will remain very simple and straightforward for the forseeable future.
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WhiteFlashReborn Jul 1, 2018 @ 3:16pm 
I approve this mod
[WS]ZombiFrancis  [author] Jul 30, 2017 @ 5:06pm 
Decided to make a Red Ball Express conversion.

I did my best to mirror the territory points from CoH1, despite there being a 7th and 8th player base to account for.
[WS]ZombiFrancis  [author] Dec 9, 2016 @ 7:58am 
Months later I respond!

You're right with that about Langres. I'll finally fix that. ;)
Nubb3r Oct 17, 2016 @ 1:34pm 
Just discovered this noble effort here. Nice job, but for Langres you have to account for the fact that the hedgerow in the middle used to NOT have a gap in it, which led the southern player to have the 14 muni in the west safer. Now after changing the territories it can't be like before because it can be contested easily through that gap, just saying.
[WS]ZombiFrancis  [author] Apr 24, 2016 @ 3:46pm 
In light of the popularity of maps chosen during ESL, I have added Faymonville Approach. Kolodhny Ferma may follow although the map is particularly small (like Arnhem Checkpoint) which makes it harder to adapt. These maps were particularly designed for Company of Heroes 2, rather than adaptations from Company of Heroes 1, so I am very open minded to feedback on the changes I made to them. Please let me know. ;)
[WS]ZombiFrancis  [author] Apr 23, 2016 @ 3:29pm 
I decided to add a few more maps. This time I took on Arnhem Checkpoint, Crossing in the Woods, and Minsk Pocket. Arnhem Checkpoint is a particularly small map so I am the most concerned with how well it translated. I'm very happy with how well Crossing in the Woods adjusted. I personally found the layout of Minsk Pocket to be problematic, but I attempted to correct that a bit with this mod.
[WS]ZombiFrancis  [author] Feb 4, 2016 @ 4:40pm 
I updated a map I had created a while back to be compatible with STP mod.

Waldwiese (STP Mod):
[WS]ZombiFrancis  [author] Jan 21, 2016 @ 4:36pm 
Adjusted the capture and revert times slightly on resource points to match in ratio, and reduced strategic points capture and revert times down to 12 and 9 seconds from 20 and 10.
[WS]ZombiFrancis  [author] Jan 21, 2016 @ 3:20pm 
Added a compatible version of Rails and Metal. I had to do more territory editing than I would've liked, but the territory points in the official CoH2 version were rather different.

The remaining 1v1 map that was converted from CoH1, Sturzdorf, has had a number of changes to the physical layout of the map. This would require me to begin editing the actual map objects outside the base sector and territory points, which is beyond the scope of what I would like to do currently.