[MAP CONTEST] Poltawa Feedback Thread

3 years ago
Kyle_REKyle_RE Posts: 484 admin

This thread is for all feedback related to the map "Poltawa" as part of Relic's 2v2 Map Making Contest. This map has made by a member of the community and they would LOVE of your feedback to help them iterate on and improve their map before the next submission deadline of the contest.

To subscribe to this and all contest maps, check out the 2v2 Map Making Contest Collection on the Steam Workshop.


  • #2
    3 years ago

    Awesome map. Nothing really to improve. Would be so much better than the current 2on2 maps in automatch.

  • #3
    3 years ago
    ofieldofield Posts: 630

    I have a strange bug. Some of the hay stacks seem to be assigned to a certain player and allow to see through fog of war.

  • #4
    3 years ago

    1. Looks good.

    1. Fix the obvious wheat mounds that are owned by North so things are VIS when they shouldnt be.

    1. The long ditch lanes on sides appear to block VIS? They are deceiving. Maybe put some large hedgerows along fence to help players know they cannot shoot thru that area.
    2. A few points have shrubs etc that pull INF from taking points.
    3. The base bunkers could be better. You can attack buildings without being shot at. The massive size of the USF base makes this a PITA. Sometimes you need to put bunkers in the middle of a opening which creates pathing issues later :P
    4. The buildings on the side VPs may become an issue. They are setup so each side has better access to them. Cool idea but, if someone pushes your VP early game they could easily have two well protected VPs and its GG for you. This may create the annoying "Rush to the middle" footrace that ruins this game. It removes tactics and creates randomness in a game that already has way too much randomness.

    8/10 - This map will be good to go with only a couple fixes.

  • #5
    3 years ago
    Andy_REAndy_RE Posts: 285 admin

    Congratulations! This map has passed Round 3 and is approved for the final iteration in Round 4.

    The updated map has been added to the 2v2 Map Making Contest Collection

    We encourage the community to give as much feedback as possible heading into this crucial final iteration period.

  • #6
    3 years ago
    Andy_REAndy_RE Posts: 285 admin

    RELIC FEEDBACK - Please seek additional feedback/ validation from the community

    This map looks great and plays well.

    A few of the capture points on this map overlap behind fences and walls. This could potentially be annoying, as your opponent can capture and harass points from behind walls, without having to actually commit to them.

    This map has some interesting cutoff play. Both teams have access to a brutal cutoff within close distance to the central VP. This is probably intentional and may prove be a popular decision. We would recommend seeking community validation on this feature.

    A small visual point. Some of the cover assets that have been used around capture points are identical to their sister capture point on the adjacent side of the map. It might be worth swapping in new assets with the same cover bonus.

  • #7
    3 years ago


    • A little bit plain, lots of little huts and fences. - could be any other unmemorable village.
    • The map- could use a little more oomph, perhaps a bit of weather or night time, but still a very well executed map.
    • Like how the terrain rolled down hill from my end, but could have easily gone the other way.
    • Noticed some of the haystacks are glitched and look like a control point
    • A few more unique types of world objects would add a bit of flavour and dynamics to this - lots of fences, perhaps some sandbags or military set up.
    • The simple design, layout of VP and standard control points with uncomplicated array of world objects made the map play extremely fairly

    Overall a good map that could use a little bit of tweaking to differentiate itself more :)

  • #8
    2 years ago
    Andy_REAndy_RE Posts: 285 admin

    Congratulations again on making the final cut in the 2v2 Map making contest! All of the maps that remain are of an extremely high quality, and we would again like to thank all map makers for their time and talent.

    Our Relic Map Judge has provided some additional feedback below for your consideration. This feedback is intended for integration purposes after the conclusion of the Map Contest, should this map be selected for inclusion in game.

    • Group your crush type objects together (Light, Medium, Heavy)
    • Double check your distances from Map Entry points to key points (Buildings, Victory points, Fuel Points, and less so Munitions Points)
    • Double check your terrain impass. There appears to be one or two unintentional spots
    • Southern base might be a bit tight for players to move around USF bases
    • The road cutting through the northern base will allow for units to move faster when spawning from that map entry point
    • Not sure if this is to offset the distance gap between the two bases
    • It also provides negative cover in their base territory
    • I like how the map opens up as the game progress. There are still a few hard impass objects, but almost everything else clears up
    • I like the hard cut off points – high risk, high reward

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