Where did you find those pine trees?
I made them.
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cut'n'paste from the other thread with additions.
Firstly, Thanks guys for the great feedback, ideas and very kind words. I'm really happy you're enjoying it so far. Thanks also for reporting the bugs.
@Romano - "The map is working good but we had a problem on our server at a moment, some people who played the map before couldn't join, with this error: http://cloud-2.steampowered.com/ugc/...0.resizedimage"
Damn, I have no idea why that's happening Romano. Have you tried it since, is it still occurring? Perhaps someone else here could help pinpoint the problem. I haven't had anyone else mention this error but it doesn't mean it's not happening. edit: it's happen a lot now. TW are helping to find the problem.
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-I will add more reinforcements for sure. I had a lot more originally but I stupidly played with the numbers at the last minute and reduced it far too much. Silly me.
- I will look into adding Tanks. Not sure how to stop them from going through the river though without adding more meshes to the scene though. May tip me over the draw call budget.
-Artillery is in there Nezzer...at least it should be. Can anyone confirm they've used or seen it working?
-The first two russian objectives are very close to spawn yes but are there to balance the paceing rather than as a challenging objective - kinda cheating a little but I found in my own testing that without them the Russians were at the trenches too easily. And it was a never ending back and forth of German spawn placement to balance that. But if Russians are finding it too hard to get to the trenches as it is, then I can remove them altogether. I think maybe moving them more forward may make the field crossing even harder.
-The fog distance is also a deliberate decision for balancing. I didn't want snipers and especially riflemen to be able to sit too far back and pick the russians off as it's already pretty hard to get across the fields with little cover. I nearly made the fog shorter for this reason. But I've made the Bakery and Distillery sniper and riflemen friendly for when the Russians are beyond the fields and are advancing through the woods and they at least have some trees for cover. more fun and challenging for snipers - this is how I hope it will work anyway. lol!
-The missing letters on some obj's has been driving me crazy for a while now. I just can't work it out. But I will look deeper into it.
-regards to slowing down the player in the water, I agree and I really wanted to do this but could'nt work out how to do it. If anyone knows how let me know. Splashes, sounds etc are outside my abilities I'm afraid.
-the structures you mentioned Kaizer are meant to be a generic shed (for wood or whatever) and it's all I had to work with at the time, it's a TW model that I dressed up with metal sheeting to simulate a shed. I would have liked to have made something specific myself but I've made lots of models for this map and I had to draw the line somewhere as it was taking far too long. Will fix the radios and the other bugs you've found, cheers for the screen shots too.
-Oh and yes the assets are free to use for other mappers. :IS2:
All I ask for is a credit...and perhaps a packet of dry biscuits...make sure they're stale though, none of this 'fresh' business.