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Final Map RO-Zhitomirrevenge FINAL no pie left !!

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
The Netherlands
RO-Zhitomirrevenge Final version
Zhitomirrevenge is the winterversion of the Zhitomir 1941 summer map.
This version is situated november 1943. More then two years has passed
and the tide turned. The Red Army started a fierce offensive to hunt the fascist out of Russia.

In this version the Soviets has to attack and hunt the Germans out
of the city of Zhitomir. The map has more destruction and a different capsequence.

The Dummyguide

History:

On the morning of 3 November 1943, the 4th Panzer Army awoke to a massive Soviet bombardment. The German forces screening the bridgehead were smashed, and Kiev was liberated in short order. 1st Ukrainian Front's objectives were to drive quickly westwards to take the towns
of Zhitomir, Korosten, Berdichev, and Fastov. This would cut the rail link to Army Group Center and would be the first step towards the encirclement of Army Group South.

Changelog:

The final version has minor changes as i experienced not to much problems in beta 6.
The Komsomol stronghold capzone is more towards Allies.
Allies has another room to shoot some Axis and i added an Axis WW2 radio soundfile....

Download:

RO-Zhitomirrevenge

Screenshots:

1-beta4b.jpg



zitr1.jpg
 
I admitt that previous versions where a hard nutt for the Russians.
From what i played in beta 6 there was a fair chance for Russians to
win.
Played it very often as Russians and simply beat the Germans.
All it took was teamwork and people know what to do.

Now as we can read in several topics already Teamwork and people
who know what to do are hard to find on many public servers.

This version still require teamwork and in my opionion there is nothing
wrong with that. The small changes in the final will help the Russians a few
Still they need to work together to make it to the end.
 
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Played Revenge today on Wild Bunch Server II but don't know if it was the old or new version though.

As usual, with this game when playing on pubs, the german side was team stacking and given the fact that only the assault troopers have grenades and that the map has recappable objectives makes it is nigh impossible to win the map as the sovjets.
I think it is a very beautyful map but I also find it unbalanced in german favour to the extend that winning as sovjets is nothing short of a miracle which require a level of coorporation on public servers which simply is not possible and thus playing on the sovjet team is nothing short of an exercise in masochism.

More grenades plus satchels for the sovjets, no sniper and/or less reinforcements for the germans and no recappable objectives would be preferable in my opinon.

I am sure that when played on passworded clan servers the map plays better but the experience is somewhat different when playing on un-admined servers with the defending team stacking against the attacking team and unfortunately it takes away the gaming pleasure from an otherwise very good map.
 
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Thanks for you comment on the look of the map.

I think 50 players is to much for this map. Now 44 is ok

I played BETA 6 several times on public servers mainly on the
The Damned Priest server. Most of the time i played as Russian.
And i experienced the Russians has good chance to win the map.
I even had real great close calls which are the nicest.
The Komsomol capzone could be very hard in BETA 6 so this
needed work. The final objective seemed to be ok for BETA 6.
Nor did i recieved complains about the final objectives ;);)

=================================================

The BETA 6 experience i used for the final version. I made the Komsomol
apartment a tad easier for the Russians and gave the Russians a
position to cover their advance. And did not change the end part of the
map cause it was easy to do in BETA 6
I made the spawns and routes and capzones very logical so even my kids
know where to run.

All it takes are people who know how to play the game and want
to play the game how it is supposed to play.
Unfortunatly this is very hard on public servers. All it takes are a few
players and a smart squadleader on voip and your chance increase 50%

A prooven tactic is to cap The Ortskommandantur secure it.
This can be easily done by guarding the two entrances for the Germans and
then smoke the 1917 Park and rush it.

About your suggestion for more satchel,no sniper and more all i can say it's
final the book is closed, basta, finito, klar......

Sincerly

Drecks
 
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Great map.


Taking nades away from riflemen was a bad decision though.
I felt a bit hard done by to lose nades, I presume the ones i picked up were from dead auto players.
But I guess if you wanna reduce the no of nades flying around, you gotta take them away from the most abundant class.
Phaps give riflemen 1 each and autos and semi's bugger all, i dunno.
 
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