[MAP CONTEST] Butgenbach Lake Feedback Thread

3 years ago
Kyle_REKyle_RE Posts: 484 admin

This thread is for all feedback related to the map "Butgenbach Lake" 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

    1. Overall the map looks good. It could use a few more blended splat/splines.
    2. Map has a small urban area working north to a swampy wooded area. So it has a different look to each area.

    1. Some points have areas that pull infantry away from capture areas.
    2. There are some tall pine trees that block vision in the middle park area. Trees are located southwest of the center point. Trees on the north middle hedge areas may need removed as well.
    3. The north VP has a smaller building than the mirroring house on the south VP. However, the smaller building looks further away from the VP and has two windows facing the VP. This area needs play tested to see which way is stronger if any.
    4. The middle areas are very open. This may shift game balance to the Axis players. The map could use some more sight blockers, maybe hedgerows at the southern park entrance. That may break up the openess of the urban area south of the park as well.
    5. The left side base areas need better blending in the base field areas.
    6. The base defense could be better on the south eastern entrance and the northwest entrance. It is possible to attack the bases or bunkers without being shot at.

    1. The main side road could maybe benefit from some red cover. Perhaps change the spline to achieve this. However it would benefit the eastern base since they could rush vehicles to the fuel point in the north east.
    2. The middle park area could use more decoration on the side walls. Maybe even replace a wall with some other interesting objects.
    3. The eastern ditch in front of the base is impassable but appears like all of the other passable ditches on the map. There should be some brush or something to show this. Or it could be made passable.

    8/10 - The map has one possible issue that may drive away players. And that is how open it will become late game. There are some small tweaks and adjustments that should be made to bring it to the next level.

  • #3
    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.

  • #4
    3 years ago
    Andy_REAndy_RE Posts: 285 admin
    edited September 2017

    RELIC FEEDBACK - Seek additional feedback from the community.

    This map is well presented and the author has done a good job of balancing various gameplay elements.

    The southern VP is closer to the western base than to the eastern base. This is a problem as the other VP are equidistant from both spawns.

    The distribution of standard territory points seems to favor the eastern spawn. There are more on the eastern side than on the western side.

  • #5
    3 years ago

    Once again, a well made map, but not perfect, its too open which could give an advantage to Axis players, and also the map lacks vision blockers like hedges, also the large pine trees around the middle block sight, artillery on this map is potentally useless except for destroying the enemy base.
    Balance: 9/10
    Looks: inovative, but lacks some more detail and props.
    Gameplay: 8/10

  • #6
    3 years ago
    AustherusAustherus Posts: 9
    edited October 2017

    The distribution of cover and buildings felt ok for such an open map. Line of sight makes it hard to flank or get flanked if defenses are set up carefully, while combat flow is fast and straightforward, almost to the point that I missed a chokepoint here and there.

    I had the impression that buildings were a bit too aligned, making enemy movement a bit too predictable, if that makes sense. It was very enjoyable though, a good change of pace after a few building-crowded city maps I guess.

    The terrain lacks elevation, it's a bit too flat really, but I like to see this as a plus, makes it feel fresh. I couldn't find any problems. Like I said, those were enjoyable matches, and that is what counts for me.

  • #7
    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.

    • A lot of terrain cover on the south-east side of the map
    • More buildings and higher health buildings on the south-east side of the map
    • Victory and Fuel points are closer together on the south-east side of the map
    • Group your crush type objects together (Light, Medium, Heavy)

Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

  • © SEGA. SEGA, the SEGA logo, Relic Entertainment, the Relic Entertainment logo, Company of Heroes and the Company of Heroes logo are either trademarks or registered trademarks of SEGA Holdings Co., Ltd. or its affiliates. All rights reserved. SEGA is registered in the US Patent and Trademark Office. All other trademarks are the property of their respective owners.