• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

RO2 Beta Map Changelog - September 12th

oscar.nein

Administrator
Jan 1, 2006
316
151
So a lot of you are probably wondering what has happened to all the maps that have been in the beta so far and what's been done to them.

We haven't been updating the maps in the beta but just swapping them out for new ones to test - with the exception of Gumrak. We'll, here's the list of major changes to the maps no longer in the beta.

Apartments

  • Move Allied spawn protection to be flush with the first set of objectives so the Germans can no longer get into the ravine and exit camp.
  • Allied forward spawn is moved closer to the cover so it cannot be seen from the 3 story windows across from it
  • Updated spawn protection warning times
  • Increased spawn on squad leader radius
  • Fixed Propaganda House objective overhead image for 16 players
  • Fixed various covernode issues
Barracks

  • Fixed recon plan not being able to be recalled multiple times
  • Reduced spawn protection times and fixed damage types
  • Fixed an issue where three spawns would show up for Germans
  • Lowered reinforcements for both teams (64 player version)
  • Spawn protection will no longer effect people who were attacking and objective and the objective is no longer active
  • Fixed various covernode issues
  • Optimizations
Fallen Fighters

  • Reduced spawn protection times
  • Add volumes to prevent tanks from getting stuck in some locations
  • Fixed various covernode issues
  • Fixed a few locations where players would get stuck
  • When defending either the Univermag or the Technical School, there is no only one spawn to choose from
  • Reduced amount of artillery available to both teams
Grain Elevator

  • Moved Conveyor Tower objective towards Germans
  • Allied reinforcements properly get reset from 0 on round restart
  • Added fixed MGs for the germans that are pointed at the Grain Elevator
  • Artillery that hits the Grain Elevator building new properly suppresses players that are near the explosion
  • Germans now correctly get two spawn locations to choose from when attacking the Conveyor Tower
  • Decreased respawn time for Germans
  • Increased German reinforcement amount for 64 players
  • Decreased Allied reinforcement amount for 64 players
  • Fixed Allied spawn moving forward when the Allies recaptured the Conveyor Tower
  • Fixed map boundary excluding an unintended area in Fire Fight
  • Fixed various covernode issues
  • Fixed lockdown time for 2nd floor being the incorrect time
  • Default Allied spawn for defending Elevator Foothold is swapped to the more protected spawn
Gumrak

  • Moved German spawns away from the initial objectives
  • Increased resupply times to 2 minutes
  • Destructible trees are easier to knock over
Red October Factory

  • Fixed Allied tanks not being able to spawn properly
  • Fixed tank spawns that weren't working
  • Increased Allies reinforcements for 64 players
  • Fixed a window in the welding shed that when destroyed could not be passed through
  • Increased objective volume for the 1st objective to be easy to capture
  • Destructible trees are easier to knock over
  • Fixed recon plan not being able to be recalled multiple times
  • Fixed a few locations were players could get stuck
  • Fixed various covernode issues
  • Reduced amount of artillery available to both teams
These changes below are now in the current beta!

Station

  • Increased 32/64 player round time to 20 minutes
  • Changed map boundaries in Fire Fight to include the platform bridge
  • Reduced amount of artillery available to both teams
  • Fixed not being able to spawn in the North Hall
Spartanovka

  • Changed some spawns to prevent spawn camping
  • Remove Maxim from the pulpit in the Church
  • Changed maximum artillery type from Mortars to Medium Artillery
  • Fixed various covernode issues
  • Fixed some playerstarts being out in the open
  • Fixed CD reinforcement spawn being too far away from the objective
  • Reduced amount of artillery available to both teams
  • Fixed a bug where more than 2 spawns could be selected when the Allies would recapture an objective
Commissar's House

  • Fixed Allied tanks spawning on top of each other
  • Changed lockdown times for objectives
  • Adjusted some player spawns to prevent spawn camping
  • Reduced amount of artillery available to both teams
  • Fixed Axis machine gunner having the wrong weapon
Pavlov's House

  • Removed German tank spawn closest to the park
  • Changed Allied tank spawn to be easier to get of the spawn
  • Fixed Allied tanks getting stuck in spawn
  • Fixed trees not being able to be knocked over by tanks properly
  • Added destructible hedge hogs between Zab's and Pavlov's House to prevent Axis tanks from immediently running up between those objectives
  • Maximum artillery type is now Rockets for both teams
  • Fixed a player spawn being under the terrain
  • Changed minimum capture times back to default (15 seconds)
  • Fixed an exploit in the 4th floor of Pavlov's House
  • Fixed Allied tanks not being able to spawn because of collision
  • Fixed a few spots where players could get stuck
  • Optimizations
  • Reduced amount of artillery available to both teams

I'll update this list as we update the current maps in the beta. One issue we're currently addressing is the performance on Pavlov's House.
 
I'll update this list as we update the current maps in the beta. One issue we're currently addressing is the performance on Pavlov's House.

Great to hear this!
The patch improved my framerate with the exception of Pavlov's House. It is mostly the artillery strike that leads to fps drops.
Would be very nice to enjoy this map with better performance.

The other 3 maps maps run very well so far.
 
Last edited:
Upvote 0
What does this mean? That you have less time to get out of the spawn protection area before you die? I always hated this in RO1. You'd barely have time to react to the warning before you were blown up as an infantryman, and as a tank? Forget it.

Some maps had so much warning time that it could be abused by running in and out of it to spawn kill the enemy.
 
Upvote 0
I'm still not sure about the issues in Fallen are fixed. I find the whole map's problem being about not rewarding the assaulting team enough and actually seeing the progress being made. After few tries to capture the 3rd point and failing to keep it(because enemy can assault from both sides, which means behind the assaulting team), everyone just gives up because then the win is decided by points.

I have posted this in couple of times, but I honestly believe that after your team captures the 3rd point every enemy should spawn behind the last building, which makes it harder for the defenders to assault but makes it more rewarding for agressive team to win the map. Anything to not make this map a stalemate map, it will become boring if this happens.
 
Upvote 0
Some maps had so much warning time that it could be abused by running in and out of it to spawn kill the enemy.

A fix to this is, point them in the direction "out" of protected area.

If they continue towards spawn = death.

If they stay still = dead

If they move away = give them more time to get out.

Problem needs to be fixed, they cap zone, your in area thats now protected, BAMO your dead.

Message should appear stating "Please return to warzone, THIS WAY" follow it and live, that simple.
 
Upvote 0