Company of Heroes 2

Company of Heroes 2

castle Siege
Showing 1-10 of 10 entries
Update: Aug 9, 2021 @ 7:23am

Switched positions of some of the territory points. I felt as if the fuel was too far away from the castle base to contest making it difficult for them to get a good supply of fuel.

Update: Aug 4, 2021 @ 6:53am

To be honest I kinda forgot where in development the previous update was ;)

But I will give a bit of an overview of the newer stuff, which there is a lot of:

. Reworked player 7's (or 8's) spawn. The spawn that previous had a mountain within it is no longer as such. Instead, it is a little city/town that has roads and bridges leading away from it. I will add more exits soon since currently there are only 2 out of it. Something that I am really happy about is that I found the stamp tool and have used it to copy the buildings from the Brummbar screenshot and put it near the spawn.

. Added much more to the previously vacant area of the map. For the majority of this map's development this has been empty but now it has a hilly/mountainous area with a small town at the side. There is still a lot of space left to add in but that will be done soon.

. Resources shouldn't be a worry now. There are about 10+ different territory points across the map within areas that previously wouldn't be needed for players to go before. Some zones have changed types such as the statue by the water changing from a fuel to a munitions point.

There are probably a lot of other things that I have added as well but I have spent more time on this update than the others so I have undoubtedly forgotten some. I guess that is for you to discover :)

Soon I may be making some new maps as a new focus or side project but this map isn't something that I will stop working on. I don't know if I will continue working on BF5 Firestorm though.

Update: Jul 26, 2021 @ 2:45pm

Added a bit to the previously empty area.

Update: Jul 25, 2021 @ 4:08pm

I am glad to say that I am nearly halfway there!

That may be little to you but it is a lot for me. I have been working on this for about 2-3 weeks so far meaning that the estimated overall time that I will spend on this is 1-2 months.

Now here is the update:

. Added much more to player 5 and 6's spawn. While the trench has been there for a while now I have added a lot to the surrounding area: Buildings and walls being the main additions. There was an issue when testing where by some of the narrower areas your units have no line of sight whatsoever. I am sure that is no longer a threat but tell me if it is.
Like the screenshot in the main page that has a Brummbar in it, I had to recreate that issue again (silly me). I made a big castle like building by their base but it is out of bounds so it's mostly blacked out.

. Expanded the forest. I planted many more trees across the forest side of the map. In doing so I added another zone to it making there 4 zones overall. Don't worry though, territory points are high on my priorities at the moment. I may even make an update to add some temporary zones to gain resources.

. Modified the castle. The central castle, while attractive, felt like a box rather than a castle. To counter this I added some towers across it lifting up some of the defences in doing so. This decision may be changed later as some of these flak emplacements cannot shoot at ground targets.
Another change I added was one that I recently felt was needed: the addition of a fourth entrance. The castle felt too easy to defend - just get some mgs, at guns and mortars and you are sorted. Defending should be harder now as there is an entrance at the back wall that allows the enemy to get access to the walls making it important to defend.


The 2 main issues of this map I want to resolve are:

1. Zones. We need more territory points across the map to make the resource income comfortable without mods and make to fairer for some players. This may be resolved by temporary zones that will be replaced when I decorate that area of the map.

2. The mountain spawn's side of the map. Currently it is empty. I do not like that so I will work on that soon.


I have self taught myself most of the tools of the map maker and currently I am watching some tutorials to see if there is any interest tools/methods that I have missed out on to improve my map making.
The next map I will be working on will be either updating my Battlefield 5 Firestorm map (that is on my workshop page if you are interested) or an original competitive map.

Thank you for reading this and I have you have a good life :)

Update: Jul 22, 2021 @ 1:01pm

Good news! I have enabled vehicles to get up and down player 5 and 6's spawn :) Yay!

Update: Jul 20, 2021 @ 9:42am

Added more detail to outside spawns

Update: Jul 19, 2021 @ 7:25am

The Exterior Update Part 1

Now we get into the more random parts of the map. The castle was previously planned out for its size so I had a idea of what I am doing. Now, I am going with the flow - what ideas appear in my head and seem good I will add. It is quite fun not worrying much about what to do, I think I will get a career in map design for games or something like that when I can :)

This update, opposite to the previous, was made to give some detail and interest in some of the spawns of players outside of the castle. It also added 1 territory point ;).

I made the bottom right a forest with a little swampland outside of it and the top right mountainous (the tool is weird so I couldn't do it great sorry).

One thing that's sad is you know the brummbar screenshot in the main page of the map? It is entirely blacked out when you play it in game because it is outside of the playable map area :(
I can't even move it because the editor doesn't allow me to transfer objects between the playable area and out of bounds. At least it makes for a good screenshot ;)



Update: Jul 18, 2021 @ 7:06am

Added some defences to the castle :)

Update: Jul 17, 2021 @ 3:51pm

The castle update! Yay!

This was very worthwhile for me, to see the castle has receive many improvements, that of which are listed before:

. There has been quite a big issue with this map that is the castle spawn, there was one single ramp that is very narrow. This has caused many issues where units would be stuck in spawn or even on the bridge that decorates it. This issue was worsened by playing with AI, they would camp the ramp leading to a higher chance of units spawning on the bridge and forcing you to kill your own units to stop them from being stuck. That shouldn't be an issue now; I have removed that spawn and added 4 new ones split across each corner of the map.

. Made the castle look more like a castle. I have added castle walls to make the base look less bland and boring. During so I expanded the width of the walls to allow the construction of emplacements over them. They seem as if they aren't wide enough to place big emplacements but some of them can be placed using some creativity ;)

. Added cover. For a castle there wasn't much cover before. To solve this I added some low walls for infantry to use and some buildings for them to go into.

. Decorations. In the implementation of the previous changes and some unmentioned ones I have taken the time to make them look attractive and suitable to the theme. By the front of the castle you will see the remains of a battle between 2 armies. I will add more battles across the map in the future.

I have also added many more changes and will continue to do so in the future. Now that I have gotten the castle to a good standard I will focus on improving the other team's spawns and adding capture points in the next update :)

Update: Jul 15, 2021 @ 7:14am