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  #41  
Old 08-05-2012, 09:36 PM
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Originally Posted by PsychoPigeon View Post
why doesn't the server automatically download the map?
the servers admin. needs to download it. they're available in the mod maps thread.
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  #42  
Old 08-06-2012, 07:33 AM
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While i liked the map as an infantry only map, the T-34 adds a whole new level of tension for the Germans wherever it appeared.....I was surprised how well a good team could destroy the tank....

I also especially liked to watch the Russian infantry advancing using the tank for cover...Overall, this is turning into my current favorite map...well done!
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  #43  
Old 08-06-2012, 09:01 AM
evilsooty999 evilsooty999 is offline
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Hopefully there are more open maps like this to follow which do not force the players into chokepoints.

Keep up the good work!
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  #44  
Old 08-06-2012, 09:54 AM
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To reinforce what others have already stated, I and my clan-mates absolutely loved this map, both versions. I agree with other posters who stated that version two of the map plays much better and personally, I loved knocking out the tracks on the T34; as the server I was playing the map on allowed parts of the tanks to be completely destroyed.

Spending most of my time on the map as an Anti-Tank Riflemen, I didn’t notice if there were any random fixed machine gun emplacements for either side. I don’t really have an opinion on that just yet…

I too wish that the stock maps came with this maps approach to design. It has just about everything that makes a WW2 FPS fun for me from, sporadic skirmishes to heavy concentrated fighting, to that hunter prey searching the horizon for enemy contact, to that sneaky maneuver and flanking, to that sudden “oh crap” moments, to the awesome environmental destruction as the trees are smashed, splintered and collapsed and finally that satisfying feeling of battlefield progression as the Russians begin to enter the village area. This map is going to be difficult to surpass and already is my favorite RO2 map.
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  #45  
Old 08-06-2012, 01:20 PM
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I played an hour on this map last night....and it is REALLY without a doubt the best custom map yet for ROOst. It's a great combined arms map, with infantry emphasis. I love the combination of rural and urban settings. It's somewhat linear, but not in a bad way. It's wide enough and has enough cover areas to allow for some flanking. It's just plain great.

I understand that with a game called Heroes of Stalingrad...that TWI felt a need to make urban maps. But truthfully, long epic combined arms maps like this were the best that ROOst had to offer. We need more like this, and we need TWI to take maps like THIS and polish them up and roll them into a patch.

Thanks.
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  #46  
Old 08-06-2012, 02:09 PM
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This map is the RO-Kriegstadt of RO2


edit: my compliments also to evil hobo for his RO Kriegstadt Map.

Last edited by clambo; 08-06-2012 at 02:11 PM.
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  #47  
Old 08-06-2012, 06:05 PM
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Great map. A few tweaks of course to make perfect, a problem (not restricted to your map) is that Classic mode slowness makes the russians even more like sitting ducks. Hoping they'll upgrade the speed/stamina but I prefer it on realism.
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  #48  
Old 08-10-2012, 03:52 PM
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This week was my first time playing RO2 in 10 months (due to moving rural and having satellite internet)... I saw a server running this map so I downloaded it and it was the funnest experience i've had in this game yet.

Really felt like the old days in Ostfront but with the improvements, Everyone working together,moving forward,crawling through brush,being pinned down behind objects by MG's and Snipers. I was loving every second of it. Phenomenal map !
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  #49  
Old 08-10-2012, 04:48 PM
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The outdoors areas are built around ranges that the game can't really support, making the gameplay in the first half of the map stagnate into pixel-hunting across impassable no-man's land. The only person on offense that has any real hope of achieving anything is the tank. The flanks are even more exposed than the center, and worse, exposed -to- the center, so there's no real way to nibble around the defense, either.

Obj. C & D deserve extra mention, as they're placed immediately adjacent to the slope into the river, in plain view of everything, and are small enough that a single grenade can clear the entire zone. Bad combination. With the extended capture times, defense has to supremely screw up to lose these caps.

The fog is at a poor level. It's too weak to really impede the pixel hunting, but still strong enough to make it exceptionally clunky, because it means there's almost no chance to spot anyone that isn't moving (or skylined, but that only benefits the defense, due to the slope of the map). Just makes an already static design still more static.

The urban area at least has some potential, but the capture zones are kind of randomly placed. They rarely have any useful lines of sight in either direction, meaning that all the real fighting for them is done ahead and behind of them. Some of them are so small and/or exposed that a blind grenade or two is guaranteed to clear out all the players inside. An objective that there's no tactical reason to be inside of is somewhat self-defeating.
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  #50  
Old 08-10-2012, 09:01 PM
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Ostfront 2.0 very enjoyable map!!!
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  #51  
Old 08-10-2012, 09:35 PM
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Quote:
Originally Posted by Mekhazzio View Post
The outdoors areas are built around ranges that the game can't really support, making the gameplay in the first half of the map stagnate into pixel-hunting across impassable no-man's land. The only person on offense that has any real hope of achieving anything is the tank. The flanks are even more exposed than the center, and worse, exposed -to- the center, so there's no real way to nibble around the defense, either.

Obj. C & D deserve extra mention, as they're placed immediately adjacent to the slope into the river, in plain view of everything, and are small enough that a single grenade can clear the entire zone. Bad combination. With the extended capture times, defense has to supremely screw up to lose these caps.

The fog is at a poor level. It's too weak to really impede the pixel hunting, but still strong enough to make it exceptionally clunky, because it means there's almost no chance to spot anyone that isn't moving (or skylined, but that only benefits the defense, due to the slope of the map). Just makes an already static design still more static.

The urban area at least has some potential, but the capture zones are kind of randomly placed. They rarely have any useful lines of sight in either direction, meaning that all the real fighting for them is done ahead and behind of them. Some of them are so small and/or exposed that a blind grenade or two is guaranteed to clear out all the players inside. An objective that there's no tactical reason to be inside of is somewhat self-defeating.
Well I have to disagree with the first section of this. The initial attack is one of the most fun parts for the Russians, the difficulty is where that fun comes from. This is most probably the only map where SLs and Commanders HAVE to work together in order to get ample smoke out, the team must attack together, rather than individually. This is the only map where one is forced to crawl in order to get somewhere, using the small craters and gullies as cover.

Some notes, the cover is mostly near the main road, the Russians should attack by the road, not try to flank (terrain gets flatter towards the outside). Commander should fight with the regular joes, smoking and then running and smoking again. Grenades are very useful for both teams, they're not being used enough! Russians should throw into the zone with partially cooked grenades for airbursts and some uncooked to roll into the river. The team should attack one side, bad communication will lose this. As it is the tank is kinda superflous, it has the ability of steamrolling the map.
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  #52  
Old 08-10-2012, 09:37 PM
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@Mekhazzio: That hasn't been my experience on this map. The Marksman class can do a lot to open up the advance across open ground, as can good machine gunners. The map rewards actual defensive tactics like defence-in-depth and provides room for flanking attacks.

There are few odd chokepoints where the Russians have to pass through a tunnel or breezeway in the buildings and can be fairly shut down by an MG on the flank. Allowing engineers to blast some kind of additional access through the building at these points would be good, alternatively artillery/mortars can be used to clear the way as things are.

Last edited by Golf33; 08-10-2012 at 09:41 PM.
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  #53  
Old 08-10-2012, 11:05 PM
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Quote:
Originally Posted by Mekhazzio View Post
The urban area at least has some potential
Ever so glad you like something about my map Mekhazzio.

But seriously you sound like you know what you're doing mate. Will we be getting a map from you soon?
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  #54  
Old 08-11-2012, 12:37 AM
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Really love this map. I've probably played it for 4-5 hours the last 2 days. Feels like what I hoped RO2 would be when it came out. Which makes me wonder if...it wasn't really the gameplay that was the problem w/RO2 as much as the tiny maps they gave us.

This one mixes it up so well. Long distance. Close quarters. Urban. Forest. It doesn't feel confined. I love that there is a tank. Feels like old times...with better graphics. Now if we had half tracks and mortars...

Really whoever made this map should keep going. You may single handedly turn RO2 into what it could have been.
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  #55  
Old 08-11-2012, 01:53 PM
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On the russian side you have really to work together.
Without teamwork you can`t win this map.

Also you must have a good commander and tanker.
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  #56  
Old 08-11-2012, 02:13 PM
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great map! should be regarded as an example for future map makers.
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  #57  
Old 08-11-2012, 02:27 PM
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Quote:
Originally Posted by 11_HARLEY_11 View Post
Ever so glad you like something about my map Mekhazzio.

But seriously you sound like you know what you're doing mate. Will we be getting a map from you soon?
i know it sounded like he hated the map and it was a bit harsh, but i'm sure he only meant to help you improve on the maps weak points. i was so happy to have a new map, an awesome one at that, that i overlooked some of the things he pointed out. don't look at it like he just kicked your child, try and see the points he was trying to make and possibly make a change for the better.
i think the map is great now, but i really don't have enough time on it, to comment one way or the other, about possible changes. i better get off my butt and put some serious time into it this weekend.
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  #58  
Old 08-11-2012, 03:19 PM
Icey_Pain Icey_Pain is offline
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I've played this map the other day with a friend of mine.

I'm extremely positive about this map, it really is a lot of fun to play. It really opens a whole new style of play in RO2. It immidiately reminded me of the forest levels in RO1, which is a good thing!

As far as Mekhazzio's response goes:

Quote:
The outdoors areas are built around ranges that the game can't really support, making the gameplay in the first half of the map stagnate into pixel-hunting across impassable no-man's land. The only person on offense that has any real hope of achieving anything is the tank. The flanks are even more exposed than the center, and worse, exposed -to- the center, so there's no real way to nibble around the defense, either.
I wouldn't really say that the land is impassable, moving up was slow but it never seemed impossible, as long as smoke was used royally. I agree the tank plays a vital role in moving forward, but never once did I need to fear the tank as the opposition. Machine gunners were much more of a problem.

The flanks were indeed a death sentence due to the lack of cover, this is certainly an area that could use some work. However, I personally somewhat like the idea of being funneled a little bit to the center. But that's more a thing of taste rather than actually good gameplay.

Quote:
Obj. C & D deserve extra mention, as they're placed immediately adjacent to the slope into the river, in plain view of everything, and are small enough that a single grenade can clear the entire zone. Bad combination. With the extended capture times, defense has to supremely screw up to lose these caps.
I've noticed this as well, it wasn't much of a problem though as I didn't get the idea that people were accustomed to play the map yet. Though I do think that if left unchanged it could pose a problem once people figure out how to defend properly.

Quote:
The fog is at a poor level. It's too weak to really impede the pixel hunting, but still strong enough to make it exceptionally clunky, because it means there's almost no chance to spot anyone that isn't moving (or skylined, but that only benefits the defense, due to the slope of the map). Just makes an already static design still more static.
I actually liked the idea of a map where I could finally prone some more and do some pixel hunting(RO1 style). But I do agree that this leads to static gameplay. Preferably I would like to see this fixed in an alternative way without having to increase the fog any further.

Quote:
The urban area at least has some potential, but the capture zones are kind of randomly placed. They rarely have any useful lines of sight in either direction, meaning that all the real fighting for them is done ahead and behind of them. Some of them are so small and/or exposed that a blind grenade or two is guaranteed to clear out all the players inside. An objective that there's no tactical reason to be inside of is somewhat self-defeating.

http://forums.tripwireinteractive.co...tons/quote.gif
I can't comment on that though, haven't played the map enough for that.
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  #59  
Old 08-12-2012, 06:00 PM
Westernesse Westernesse is offline
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Great map, best one out in RO2 so far, I wish more maps were like it and MK. I feel like it gives you a taste of everything, you've got the wide open fields with trenches and cover, a funneling point with the road and bridge you need to cap and then urban combat, which returns to a final open field over a river with a funneling into the final point of capturing a bridge. Add in the tank for one side and arty support/recon and its everything a RO2 map should be. I like the added play time, but it can suck if servers have it on best of 3 and you've spent 3 hours playing the map. I'd just say servers should put it on 1 round rather than changes anything though. I love the sense of openness for flanking, but at the same time the objectives are in a pretty straight line at the center of the map. The spawns could use better arty protection and the inclusion of the tank is brilliant. It's not hard for good german AT/Engis to take down, but it provides a challenge and also a distraction away from the cap points or spearhead for your assault. I've seen a lot of guys using smoke/the tank as mobile cover to advance to caps.

[QUOTE=Icey_Pain;1116154
I wouldn't really say that the land is impassable, moving up was slow but it never seemed impossible, as long as smoke was used royally. I agree the tank plays a vital role in moving forward, but never once did I need to fear the tank as the opposition. Machine gunners were much more of a problem.

The flanks were indeed a death sentence due to the lack of cover, this is certainly an area that could use some work. However, I personally somewhat like the idea of being funneled a little bit to the center. But that's more a thing of taste rather than actually good gameplay.
[/QUOTE]

I finally caved an played germans because allies won my first several matches and a I must say as long as your teammates can kill the tank and your marksmen is better than theirs, this map is dominated by the MGer. I got 137 kills in my first match as a german MG. It works both ways though, an allied MG can really light up germans before they get crossed the bridge or into the river/on the cap points so seems somewhat balanced. Most of my kills are between 150m-250m, which is the killzone for MGs, you shouldn't be approaching them from the front, marksmen/riflemen still pick you off if your exposed or you can be killed by tank or flanked. Whichever side has the better team of MGs tends to win in my experience though.

I'd suggest maybe upping the # of marksmen to two, once you have 48 players like most maps do.
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  #60  
Old 08-13-2012, 12:00 PM
PeteAtomic PeteAtomic is offline
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The initial changes to the cap zones are good. There is a better sense of fluidity to the map early on.

The first version where the Russians first cap the near river bank, didn't feel right at all.

Last edited by PeteAtomic; 08-13-2012 at 12:02 PM.
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