Company of Heroes: Eastern Front

Author Topic: [OPEN BETA] Lyonderdam (8)  (Read 12499 times)

Offline MonolithicBacon

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[OPEN BETA] Lyonderdam (8)
« on: March 02, 2013, 02:17:36 AM »
So, as some of you may have seen, when saprize21 asked for an 8 player Lyon, it brought to the surface an idea that Maxi and myself had a little while back, and with a day to spare, I figured I may as well jump at it!

So I present to you, Lyonderdam ( 8 ) !



This is the first of (hopefully) many that will combine the best of Company of Heroes' maps together!

The aim here is not to ride on the backs of the previous artists, but rather to create something unique from what you already know and love, beginning with one of the most popular 4 player maps, coupled with (in my opinion at least) the most poorly used 2 player map in the game!

While the majority of the work is done, including splicing the two maps together, changing and adding terrain where necessary and generally filling in the gaps left behind, all that is left to do is complete the territory, which much be changed completely.

Below is the download link for the sgb version of the 6 player map:
http://www.mediafire.com/download/7angskb7sxwnu7b/6p_lyonderdam.zip

This version plays lengthways across the map, and is perfect for sieges.

And below here is the download link for the sgb version of the 8 player map:
http://www.mediafire.com/download/2aae6ez0y8e7xhq/8p_lyonderdam.zip

This version plays widthways, and is nothing short of chaotic.

Any comments or feedback would be greatly appreciated in the comments below, as this is still a beta! Once enough time has passed, loading screens and minimaps will be added, along with an official release!

If there are any other creations that you would like to see, please also post below!
While there are no rules at present, I personally will not combine any maps that collectively would host more than 8 players (for example, combining two 6 player maps), as they can become considerably demanding, and working on maps in post-production is damned slow work on an old system like mine!

Anyways, until next time, toodles!
« Last Edit: July 30, 2013, 11:18:41 PM by Max »

Offline shadowglen20

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Re: [WIP] Lyonderdam (8)
« Reply #1 on: March 02, 2013, 11:45:55 PM »
Were do I get it  :D?

Offline krupp steel

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Re: [WIP] Lyonderdam (8)
« Reply #2 on: March 03, 2013, 12:47:02 AM »
These maps, since teammates are severely cut off from helping eachother, will determine who needs help and who is doing good :P
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Offline shadowglen20

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Re: [WIP] Lyonderdam (8)
« Reply #3 on: March 03, 2013, 12:50:57 AM »
Yes but where can I download it?

Offline Max 'DonXavi' von B.

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Re: [WIP] Lyonderdam (8)
« Reply #4 on: March 03, 2013, 01:16:36 AM »
Patience, lad ;)

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Offline shadowglen20

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Re: [WIP] Lyonderdam (8)
« Reply #5 on: March 03, 2013, 01:23:40 AM »
Alright :

Offline krupp steel

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Re: [WIP] Lyonderdam (8)
« Reply #6 on: March 03, 2013, 05:34:27 AM »
I think a map combination consisting of the map Industrial Riverbed and Sturzdorf could be a bit interesting. Or combine Sturzdorf with Wrecked train or something of those combinations.
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Offline MonolithicBacon

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Re: [WIP] Lyonderdam (8)
« Reply #7 on: March 03, 2013, 01:10:25 PM »
I think a map combination consisting of the map Industrial Riverbed and Sturzdorf could be a bit interesting. Or combine Sturzdorf with Wrecked train or something of those combinations.

As much as I like this idea, I'm not quite brave enough to try anything with Sturzdorf! The out of bounds of this map is... unique to same the least, and when stamping, it could cause some issues. Maybe if I find my fangs!

Oh and by the way, I'm bumping for an update on the first post! The download links for Lyonderdam are up.

Offline saprize21

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Re: [OPEN BETA] Lyonderdam (8)
« Reply #8 on: March 03, 2013, 07:46:13 PM »
An idea, you should make a list of were the player will start in the number position they choose with fixed spawn locations :)

In a game right now 4vs4 with AI and it seems like they dont know how to capture my teams monitons poinst they just run pass them? And the AI does not seem to know to get over the bridges instead walks to the middle, heres a screenshot.




Its like the team in the Lyon side ignores the bridges in that place and just repairs the bridges to the Hinderdam map and goes to the middle there :(

As usual the Werhmacht AI only builds only builds things from Sturm Armory and the American AI really does not build any tanks yet, so the Werhmacht AI really just drives through the American AI infantry and their halftracks.

I dont know if this has anything to do with just this map, but it feelt like i should type anything that i notice.
« Last Edit: March 03, 2013, 08:19:51 PM by saprize21 »

Offline MonolithicBacon

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Re: [OPEN BETA] Lyonderdam (8)
« Reply #9 on: March 03, 2013, 08:29:36 PM »
Unfortunately there's nothing I can do for the AI's behaviour. If there happens to be objects merging with the resource points then it could cause issues, but as for how they act, I'm afraid that I can't change it.

I will have to test further on the size of the HQ areas to see if certain teams cannot fit all of their buildings in (therefore limiting what units they can use), but so far as I'm aware, there is no way to force the AI into building particular bridges. Needless to say, if they have no enemy to fight, they will move towards a bridge, but while there is still a fight going off, it will not be their priority.

Thanks for posting though!

Offline saprize21

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Re: [OPEN BETA] Lyonderdam (8)
« Reply #10 on: March 03, 2013, 08:46:56 PM »
Ok i understand, no problem. Thanks for making my dream map! :)

Another thing i have noticed when the AI killed one of the allied base they made a really weird turn that has to be something with the map i think

I dont know if its visibole but instead of taking this bridge over from the red big dot you can see close by it (its the ally base they killed) they instead goes back the whole way and drives to the allied side in Lyon. And the also ignored the second ally base next to the base they killed.

They ignored all the bridges except this one to pass over to the ally side.


Just noticed this when my team came to the ally base

Apperently their whole American team have just been standing still the whole game.
As you see them standing like that in the picture thats how they are standing in the game right now completely still.

Look how many stugs they build :( This is the same with Soviet all they build is ZU-76 or 26 i cant remember the name :(


Apprently they have figured out how to use the middle bridge now! :)


They still have not built any tanks :/


Now the finally figured out they can use it! :)
« Last Edit: March 03, 2013, 09:08:15 PM by saprize21 »

Offline krupp steel

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Re: [OPEN BETA] Lyonderdam (8)
« Reply #11 on: March 03, 2013, 09:07:27 PM »
So how long did it take to make this map?
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Offline MonolithicBacon

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Re: [OPEN BETA] Lyonderdam (8)
« Reply #12 on: March 04, 2013, 04:32:18 PM »
Ok i understand, no problem. Thanks for making my dream map! :)

Another thing i have noticed when the AI killed one of the allied base they made a really weird turn that has to be something with the map i think

I dont know if its visibole but instead of taking this bridge over from the red big dot you can see close by it (its the ally base they killed) they instead goes back the whole way and drives to the allied side in Lyon. And the also ignored the second ally base next to the base they killed.

They ignored all the bridges except this one to pass over to the ally side.


Just noticed this when my team came to the ally base

Apperently their whole American team have just been standing still the whole game.
As you see them standing like that in the picture thats how they are standing in the game right now completely still.

Look how many stugs they build :( This is the same with Soviet all they build is ZU-76 or 26 i cant remember the name :(


Apprently they have figured out how to use the middle bridge now! :)


They still have not built any tanks :/


Now the finally figured out they can use it! :)


I'm afraid most of those issues are out of my hands. The AI would have decided to walk around the map because that bridge in question was "almost" finished, but not entirely. If you would have finished it, they would have undoubtedly have crossed it. The AI is far from logical.

As for the territory under the bridge, I will get that sorted for the next version! Thanks!

As for the yanks just sitting there, I will have to test this myself. It could be something to so with their bunkers merging into objects, or the fact that they cannot reach their opponent. Both would cause them to just sit there, doing nothing until the bunker is removed or a bridge is repaired.

Similarly, if you used pings at all, that could affect them.

So how long did it take to make this map?

And this map took between 6-8 hours to complete, including both versions. Which I'm sure you'll agree is far better than spending 40+ hours on an original map of the same size.

Offline saprize21

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Re: [OPEN BETA] Lyonderdam (8)
« Reply #13 on: March 04, 2013, 04:54:43 PM »
Ok man! :) I just wanted to give you feedback of what i experienced on the map! I still love it though with all the bridges and openings! :) Its an awesome map!

Offline dalieeyeo

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Re: [OPEN BETA] Lyonderdam (8)
« Reply #14 on: April 29, 2013, 11:52:33 PM »
Is there another way I could grab this map, as it's not available through the provided links, or it requires me to fork out money in order to dl the map.