[MAP CONTEST] Fields of Winnekendonk Feedback Thread

#1
1 year ago
Kyle_REKyle_RE Posts: 483 admin

This thread is for all feedback related to the map "Fields of Winnekendonk" 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.

Comments

  • #2
    1 year ago

    ROUND #1 REVIEW
    GOOD:
    1. Looks good. Lighting, Overall feel etc.
    2. Nice Interesting mid map cutoffs.

    BAD:
    1. Could use a few more sight blockers in Mid so that large axis tanks dont rule the end game.

    POSSIBLE CHANGES:
    1. West VP has buildings, East doesnt. However the buildings are balanced North/South west VP.
    2. Corner VPs are a little tight but it breaks up the long range feel of the rest of the map.
    3. The ditch/grove between left Cutoff and its next left point feels too long. Would benefit a path between the two. If someone contests the cutoff you have a 2 minute walk to get to it from the left side.
    4. Could maybe benefit some small decorative items to be used as sight blockers in mid. To give it more visual pop.

    SCORE:
    9/10 - This map should play very well with a few fixes.

  • #3
    1 year ago
    Andy_REAndy_RE Posts: 226 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.

  • #4
    1 year ago
    Andy_REAndy_RE Posts: 226 admin

    This map plays well and we really like the overall feel.

    The author has done good job-making adjustments over the rounds. The middle VP now feels more balanced and the other VP's have moved to better positions.

    The North West VP has a stone a building that overlooks the VP. This building is quicker to access from the Northern side. This in itself may not be a problem.

    However, the SE VP only has a wooden building. It is easier to access for the southern team, but the wooden building may be a disadvantage when compared to the stone building in the North. Despite having better LOS over the VP, this building feels easier to flank/ approach.

  • #5
    1 year ago
    AustherusAustherus Posts: 9
    edited October 2017

    An impressive looking map with a cold and bleak atmosphere, as a war zone should be. As with other field maps it's lacking on chokepoints, but that's not a problem, even though it can make AI matches a bit easier.

    I personally enjoyed the building layout as it allowed for defense without being overdone. It looks very believable too, with nice details everywhere.

    It's really a good map but in the end it felt like it lacked something, something to make it stand out maybe.

  • #6
    1 year ago
    kazarickazaric Posts: 9
    edited October 2017

    A grim looking war torn farm land, though some parts of the grass in the map look unnaturally....green? Perhaps? Makes it look a weird as those parts stand out a lot and they don't really seem to fit in the atmosphere of this map.

    Balancing is very on point on this map, there are very little that needs improvement except perhaps I'd say better equally positioned garrison-able buildings to make it fair for both sides. There are also a sudden, very loud bird chiming noise everytime the map is being loaded, which makes it a bit annoying after awhile, but perhaps this is just me.

    Other than that, this map is solidly made and well thought out.

  • #7
    1 year ago
    Andy_REAndy_RE Posts: 226 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.

    The north base needs to cross negative cover roads to reach two of the 3 victory points making it harder to do so
    • The trees lining the middle road seem to be a bit much, making Light vehicle pathing a bit frustrating in those areas
    • Road has been placed near one of the southern map entry points allowing for faster movement from there
    • I wouldn’t mind seeing munitions, fuel, and victory points spread out a bit more instead of all being crammed in the corners
    Nice cutoff territories to try and draw the focus to the mid a bit and balance this out

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