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Company of Heroes 3 Multiplayer Mode Map Introduction

Company of Heroes 3 has now started the PA test of the multiplayer mode. What maps are available for the multiplayer mode? Let's take a look at the introduction of the multiplayer mode map in Company of Heroes 3

How is the map made?

The map design of "Company of Heroes 3" is a long collaborative process, so that everyone can Probably as many people as possible will be able to see the map before it reaches the artist. Our map designers will design a series of paper maps - usually drawings or digital designs - that illustrate the basic premise of a map and illustrate its battlefields, places and underlying features through imagery and research. With these, a committee of designers and artists will vote on the design they want to work on; in some cases, multiple designs may be worth exploring, which results in multiple designs being built in the editor (but usually Only execute one).

It is then up to the map designer themselves to convert the diagram into the editor. This phase is typically done using placeholders (cubes, interceptors, and temporary map objects) to help testers understand how the map will behave before we make any decisions. It's usually at this stage that the map's regional layout is designed - the earlier we decide on the layout, the more competitive the map will usually be.

By designing zone layouts early on, we will shape the map around the zones rather than trying to fit zone layouts into the existing map. Early zone layouts also allow us to playtest earlier, which can easily influence the design of the map and its overlay layout.

Once the map designer has everything set up and the gameplay designer has had a chance to play around with the map and provide feedback on potential changes, it's time to hand it off to the artist. However, if something goes wrong with the map during the process, it's always possible to go back to the paper design. In some cases, we'll see maps being completely rescaled or resized, major road layouts changed, or some designs being ditched entirely after our testing.

As an old Englishman, I use a "mark" system on my maps. If I want to make major changes to one of the maps, I'll create a MkII version and test it, which allows me to go back and try the original map at any time. This allows me to experiment with new ideas early or mid-stage in map design, and even allows us to play multiple versions of the same map back-to-back to see how they compare.

Once in the hands of an artist, they will apply the approved theme, usually working on a basic ground texture (or tile) and swapping out the placeholder map entities for something more appropriate. They might even choose to try a new theme or color palette here—just like design, the early stages of art are experimental.

From here on, map design requires a constant back and forth between artists and designers. Once the artist has had a chance to go through it, it goes back to the designer to continue iterating, testing, and ultimately perfecting it. The more "artistic" a map is, the harder it is to make changes, so it's best to make any major layout changes as early as possible. However, once a map has been drawn for the second or third time, it usually only requires simple changes, such as territory adjustments, some coverage changes, or pathfinding improvements.

How does the community influence map design?

Because COH-Development Closed Group first participated in the design of "Company of Heroes 3", they also participated in the design of the map. In this closed group there are many competitive players and map designers who have important insights into how to create a strong map library.

Since joining Relic, I have also been reaching out to members of the Closed Group to gain their insights and encourage them to test our maps, no matter how early they are in development. This even goes back to before COH3 came into the engine! Some of our early map designs were actually done in Company of Heroes 2's Worldbuilder software to see what they would look like.

Outside of our closed group, we're always looking for map feedback, whether in missions or multiplayer, throughout the Company of Heroes series, so don't be afraid to give it to us Any feedback you see!

What new features have been added to the multiplayer map?

Many of the features in our multiplayer map have been covered in previous articles and gameplay Already introduced, but here are some special features that we are excited about:

Height games

In Italy, different heights are very common, so we wanted to make sure it is portrayed appropriately. When designing our maps, we looked for key locations where height would make a difference. In some maps, the inclusion of height is subtle, such as Twin Beach, where our lighthouse platform triggers a height battle - this is just one of the areas in the map where height play occurs, but triggers and Consolidating your control of South Beach is extremely satisfying. However, in other maps, such as Mignano Gap, players encounter massive cliffs overlooking the battlefield below, which drastically changes how you approach or defend the area.

Return to the territory points of Company of Heroes 1

You may have noticed that territory points have returned to their original style, where fuel and ammo points are divided into low (+5), medium ( +10) and high (+16). This was a specific request from many of our Closed Group members in order to promote more diverse maps. Map designers can now easily increase or decrease the number of territory points on a map without increasing or decreasing the income available to players; this also allows us to re-emphasize key areas on our maps - neatly on Twin Beaches The place named "Bacon's Hill" is worth +16 fuel, but the collection value of the southern beach at two points is +20. We can’t wait to see what strategies you come up with to take advantage of these different values ??on each of our maps.

Building Destruction

Previously, buildings in Company of Heroes would collapse when destroyed, creating a permanent barrier that could neither be entered nor further destroy. To add more variety and tactical gameplay to our urban environments, we've overhauled building destruction from the ground up. Buildings now have a chance to be completely blown up (clearing the way for infantry to crawl through the rubble), or collapsed (creating an obstacle), allowing our map to change dramatically as the battle unfolds. Need to punch a hole in a row of buildings? Plant an explosive device to clear the way. See a building that the enemy can use against you? Burn it before they get the chance. On maps like Torrente, the urban environment can change based on how you play, creating exciting and unique areas to fight your enemies against.

Summary

There's a lot to discuss about the maps in Company of Heroes 3, but we'd rather wait until you check out some of the maps for yourselves.

As always, please leave your feedback and questions in the comments section or on our Discord channel, and remember that every image seen in this post is pre-map – everything you see is subject to change , it’s far from finished!