Company of Heroes: Eastern Front

Author Topic: Operation Uranus - Kalach (?vs?)  (Read 16776 times)

Offline BurroDiablo

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Re: Operation Uranus - Kalach (?vs?)
« Reply #15 on: March 19, 2011, 12:24:25 AM »
1 player takes the north, 1 player takes the town, 1 player takes south of the town. I don't see why it would be massive problem as long as you have a bridge somewhere near the Team 1's HQ's all should be fine.

Offline Desert_Fox

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Re: Operation Uranus - Kalach (?vs?)
« Reply #16 on: March 19, 2011, 12:40:54 AM »
IMO 2v2 it's ok! ;)

Offline Dzierzan

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Re: Operation Uranus - Kalach (?vs?)
« Reply #17 on: March 19, 2011, 08:56:29 AM »
Orginal idea!!! But i remember one map with that concept. Let's me see. Ah i remembered. That was a C&C 3 Tiberium Wars. There was a map 1v2 where one players was alone on north with many blue tiberium and 2 players were on south with green tiberium.

Are you sure cephalos that is your orginal idea  ;D?
Hahha never mind :D ;D.

Anyway this is first defence map (concept) i ever seen in CoH. 8)

Killar

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Re: Operation Uranus - Kalach (?vs?)
« Reply #18 on: March 19, 2011, 11:36:38 AM »
seems like this will be either a 2vs2 or 3vs3 map. I voted for 2vs2 because it fits to your strategic plan(encircle the town). But 3vs3 would be nice also, we have to few.

Can you make the CP for fuel and mun related to map design? im getting bored of a high fuel with stands in the middle of a corn field. Would be nice f.e. if its in a fuel base or the mun is next to a hijacked mun transport.

Looking forward to this!

pariah

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Re: Operation Uranus - Kalach (?vs?)
« Reply #19 on: March 19, 2011, 12:02:48 PM »
Been thinking about it, and i decided to change my vote to 4v4. I think it would be best. Still it's hard to be sure without seeing what the map will actually look like.

Offline cephalos

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Re: Operation Uranus - Kalach (?vs?)
« Reply #20 on: March 19, 2011, 12:26:04 PM »
seems like this will be either a 2vs2 or 3vs3 map. I voted for 2vs2 because it fits to your strategic plan(encircle the town). But 3vs3 would be nice also, we have to few.

Can you make the CP for fuel and mun related to map design? im getting bored of a high fuel with stands in the middle of a corn field. Would be nice f.e. if its in a fuel base or the mun is next to a hijacked mun transport.

Looking forward to this!

you can be sure it will happen :)
I'm tired of this too, also maps have diferent climate, when reality is on high level

Been thinking about it, and i decided to change my vote to 4v4. I think it would be best. Still it's hard to be sure without seeing what the map will actually look like.

Don't worry, today I'm going to start. As far i'm fighting with annoying bug in WorldBulider which causes PC crashes  >:(



Post Merge: March 19, 2011, 01:06:54 PM
2nd post... nah...

This is my "blueprint" how it will look like:




This is historical version: soviet forces ( red arrows) are attacking German supply routes and are trying to cut off entire 6th Army. That's why Soviets will have two bases. Germans must stop this offensive, or 6th Army will be encircled. And destroyed.




And this is gameplay version: VPs are placed on road, which is now only supply route for 6th Army. Soviets attack from two sides. Bridges over Don river will be destructable, excluding this one in Kalach.


Looks like the best fun will be when playing on Victory Points. And that's what I'm trying to achive  :)

« Last Edit: March 19, 2011, 01:06:57 PM by cephalos »

Offline Desert_Fox

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Re: Operation Uranus - Kalach (?vs?)
« Reply #21 on: March 19, 2011, 01:17:40 PM »
Isn't better if all VPs can be capped by both factions?

The VP near russian HQs, if the Germans are alone it's un-cappable.

Why don't put it on a vertical line, one in the village and the other two at sides?
« Last Edit: March 19, 2011, 01:44:35 PM by Moonwalker »

pariah

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Re: Operation Uranus - Kalach (?vs?)
« Reply #22 on: March 19, 2011, 01:42:53 PM »
Looks good, but the Victory Point placement is evidently going to be very hard. As Moonwalker says, the 1 closest to the reds is pretty much uncapturable without a large assault, and the 2 near the blacks would likewise be too hard to take for the reds.

You could maybe try adding another V.P. in the corner of the middle of the map, on the largest red island?

Offline Desert_Fox

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Re: Operation Uranus - Kalach (?vs?)
« Reply #23 on: March 19, 2011, 01:47:55 PM »
I thought something like this:
« Last Edit: March 19, 2011, 01:53:10 PM by Moonwalker »

pariah

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Re: Operation Uranus - Kalach (?vs?)
« Reply #24 on: March 19, 2011, 01:53:38 PM »
Looks to me like the red team will have the advantage...

Killar

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Re: Operation Uranus - Kalach (?vs?)
« Reply #25 on: March 19, 2011, 03:30:39 PM »
hmm maybe 5 vp´s? 2 vp´s for each faction (easy defendable) and one in the town (hard to cap and you have to fight for it)

pariah

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Re: Operation Uranus - Kalach (?vs?)
« Reply #26 on: March 19, 2011, 03:34:57 PM »
That might work.

Offline Desert_Fox

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Re: Operation Uranus - Kalach (?vs?)
« Reply #27 on: March 19, 2011, 03:51:17 PM »
Looks to me like the red team will have the advantage...

Why? I think it's perfectly balanced...many maps are drawn in this way.

pariah

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Re: Operation Uranus - Kalach (?vs?)
« Reply #28 on: March 19, 2011, 04:04:41 PM »
Because the reds have 2 islands, whilst the blacks have only 1. So it looks to me like the red team will have easy access to 2 Victory Points, when the black team has only 1 nearby. But, hey, i'm no expert on balance...

Offline cephalos

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Re: Operation Uranus - Kalach (?vs?)
« Reply #29 on: March 19, 2011, 04:33:05 PM »
You see, I'm trying to make map as historicaly accurate as balanced.
5 VPs can do, also 4 would be great, If, f.e. I'd put double VP in town.

Point between "red" team is far more easier to capture then point near "black" team. Also the first point is placed nearby bridges, what makes it really important.
This small river doesn't make island. It's crossable in 99% of it's lenght. It's rather dangerous area of red cover. Nothing more, nothing less.

The point of map is to hold or capture supply routes. I don't get it how German or Soviet commanders wanted to capture some piece of empty field, or small island. The road and Kalach is the key to win this battle.


EDIT: I forgot to write, that it's just a plan. It might change. Like adding more VP, or changing map design.