[MAP CONTEST] Motorway 66 Feedback Thread

1 month ago
Kyle_REKyle_RE Posts: 393 admin

This thread is for all feedback related to the map "Motorway 66" 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
    1 month ago

    Played two games on this map. Enjoyed both of them. Felt like a really good map. Beautiful design but still suitable for COH2 mechanics and gameplay. Probably also pretty decent for axis/allies balance.

  • #3
    1 month ago

    1. There are a lot of great areas from woodsy to urban to highways.
    2. The minimap showing areas around the lake that cannot be traversed is a very nice touch. Some people also like to cut out sight blockers as well, but sometimes the capture areas get too busy.
    3. The lake/dam design is very cool.

    1. The most glaring issue is the river along the top right. The right side is punished and choked off with red cover while the left side gets full health buildings to fight out of.
    2. The large church over looking the top fuel will create the 1st team here wins type of foot race at the start of the game.
    3. There are a large number of full health buildings.
    4. All of the buildings and VPs are in the north. All initial play will be to push the top urban area.
    5. The Bottom section has large elevation changes. This may cause units to shoot the ground instead of the object they are shooting at.

    1. The urban area could use some love. Maybe add some hedges, bikes, posts etc. Add more splats/splines and blending.
    2. Swap the bottom fuel and VP points to create more interest in the southern part of the map.
    3. The tall wire fence by the log stack at the bottom could be removed to allow more freedom of movement for the east base players.
    4. Could move the top river section to the middle of the map and around the church on both sides. Or just split the river and Y it off to the left as well as right sides. This would also remove some of the full strength buildings.
    5. The buildings in the south look imbalanced because the smaller has limited windows to fight out of. But the way it is layed out visually looks nice. Maybe lose the large building and replace it with a similarly cool little building setup.

    7/10 - This map has a really cool feel since you can fight thru a nice feeling little village. Its current layout has the river issue and mimics Lorch Assaults VP layout which many players hate. This map would be a great Bot Stomp map for sure!

    The Lake/Dam splits the map in two. Creating basically two 1v1 maps. Since most of the VPs are north it may work out cool since it may actually push all four armies into a giant battle in the small north urban section.

  • #4
    1 week ago
    Andy_REAndy_RE Posts: 48 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.

  • #5
    1 week ago
    Andy_REAndy_RE Posts: 48 admin

    RELIC FEEDBACK - Please seek additional feedback and validation from the community.

    The visual presentation of this map is very impressive. Additionally, it plays in a fun and unique way. We enjoyed the intense combat that happens for the two VP's in the urban North, which was contrasted by the skirmishy combat in the southern woodlands. The Motorway VP and river crossings also made for some interesting moments.

    We feel that this map could benefit from an extra territory point closer to each team's base. As it stands there is a lot of empty space here.

    We feel that there is a house that gives an advantage to the western base at the northern fuel point.

    We feel the southern munitions point favours the western base due to the negative cover was given by the river to those crossing from the east. This is not balanced out by the northern munitions which feels neutral.

    There are a couple of blocks of heavy cover inside the capture area for the southern fuel point. These blocks give the overall advantage at this point to the team from the eastern base.

    On the whole, the southern half of this map doesn't have enough incentive for players to commit a lot of resources towards it. A potential idea would be moving the northern munitions point to the south of the map. This might provide a meaningful tactical choice for players.

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