Tripwire Interactive Forums

Go Back   Tripwire Interactive Forums > Red Orchestra: Ostfront 41-45 Forums > Red Orchestra Modifications > Level Design

Level Design Working On A Map For Red Orchestra? Post Screenshots And Release Your Map Here.

Reply
Click here to go to the first Dev post in this thread.  
Thread Tools Display Modes
  #1  
Old 08-17-2006, 05:51 PM
Rich_Zap Rich_Zap is offline
Senior Member
 
Join Date: Aug 2006
Posts: 251
Default Map Design: <Korosten>

[FONT=Arial]So ive got an idea for a CA map that ive been thinking about for a while (still needs a name though if anyone has a suggestion). It will be a fictional battle where the Allies are defending a town and a river. There are 5 objectives in the battle, the allies initially spawn closer to the first 2 in order to set up defensive positions before the axis arrives. However they then spawn further away to make it fairer for axis attackers. Either bridge (OBJ 1&2) can be recaptured by allies until both bridges have been captured. Once axis take the Flak position (OBJ 3) they will spawn half their force closer to each bridge (as shown). The Allied spawn also gets pushed back. Victory comes once the axis have captured the factory and the town hall, allies can recapture either objective until both are captured.

The river is considered uncrossable by vehicles or infantry except at the bridges.



Well thats how the level will hopefully play out, now for the team setup:

Axis:

Vehicles:

2 Panzer Main Battle Tanks
2 HalfTracks

(Once flak is captured 1 Panzer is spawned at each spawn, no more half tracks spawn).

Classes:

1 Commander
2 Assault Troopers
2 Semi-Auto Riflemen
2 Anti-Tank
1 Sniper
Unlimited Riflemen
1 Tank Commander
5 Tank Crewmen

In addition the Axis have 4 Artillery bombardments available

Allies:

Vehicles:

1 Tank Destroyer
2 Armoured Cars

(When spawn moves back to second position, Allies only get 1 Armoured car in addition to the tank destroyer)

Classes:

1 Commander
3 Assault Troopers
3 Semi-Auto Riflemen
3 Anti-Tank
1 Sniper
Unlimited Riflemen
1 Tank Commander
1 Tank Crewmen

In addition the allies have 2 Artillery bombardments available, also PanzerFausts are located within the town in small numbers, at flak also.

The vehicle selection is deliberately unbalanced because the allies have significantly more defensible positions than the germans, also i want allied players to run in fear of the german panzers when they have no way to destroy them.

So thats it, any suggestion ? Any problems you can see ? Please tell me now before i start work


[/FONT]

Last edited by Rich_Zap; 08-18-2006 at 09:54 AM.
Reply With Quote
  #2  
Old 08-18-2006, 01:00 AM
Boosh Boosh is offline
Member
 
Join Date: Jul 2006
Location: NJ
Posts: 39
Default

I have a few questions.

-By Panzer main battle tanks, you mean Panzer IV?

-Will all the buildings be enterable, and therefore, make the position more defensible?

-I'm guessing that the dark green circles are trees. How much underbrush are you planning on using. Without it most of the Russian defenses are useless.

-Why would there be a factory in a village that small? Would it not make more sense for it to be a granary/storage facility?
__________________
"So do all who live to see such times, but that is not for them to decide, all you have to decide is what to do with the time that is given to you."
-Gandalf
Reply With Quote
  #3  
Old 08-18-2006, 01:23 AM
Dheepan Dheepan is offline
Senior Member
 
Join Date: Mar 2006
Location: Suburbs outside Washington DC
Posts: 805
Default

Yep i have the same questions. Gameplay looks good. By tank destroyer yo u mean the su76?
Reply With Quote
  #4  
Old 08-18-2006, 07:05 AM
Rich_Zap Rich_Zap is offline
Senior Member
 
Join Date: Aug 2006
Posts: 251
Default

Yes i did mean both those tanks, apologies im not too well versed in make and type yet .

All the structures within the battle zone would have some interior components , i would prefer not to make them totally enterable though because the tanks would be much less of a threat then... I want to achieve gameplay comparable to Kharkov or Berlin, the old maps from the mod.

There will be plenty of cover for defenders, low walls, smaller structures not shown on the map and soft cover like grass.

Quote:
-Why would there be a factory in a village that small? Would it not make more sense for it to be a granary/storage facility?
You're right about that, guess a granary would make more sense ^^
Reply With Quote
  #5  
Old 08-19-2006, 10:05 AM
Boosh Boosh is offline
Member
 
Join Date: Jul 2006
Location: NJ
Posts: 39
Default

I'm also guessing you didn't assign the MG class because there are MG's on the Halftracks, BA-64's, and the Panzer IV?
Also, make sure that the "resupply points" (if you do add any) are easily accessible for the Allies. Those PTRD's run out of rounds quickly and replenishing them will certainly be necessary. (Although I've never had problems taking out a Pz IV with a PTRD. BOOM- 1 shot kill.)
__________________
"So do all who live to see such times, but that is not for them to decide, all you have to decide is what to do with the time that is given to you."
-Gandalf
Reply With Quote
  #6  
Old 08-19-2006, 01:13 PM
Rich_Zap Rich_Zap is offline
Senior Member
 
Join Date: Aug 2006
Posts: 251
Default

Actually i forgot about the MG class completely XD, but your point is valid, there will be a lot of MG's in the vehicles anyway so no real need... Although it might be good to let the allies have one.

There will be resupply points near each objective, so no worries there. Ive started work on it now but im trying to get the terrain sized up correctly first because i dont want it to be too large or too small.
Reply With Quote
  #7  
Old 08-21-2006, 12:24 PM
Rich_Zap Rich_Zap is offline
Senior Member
 
Join Date: Aug 2006
Posts: 251
Default

Here are some early pics from Korosten, im currently working on the bridges and i have the west bridge (OBJ1) nearly completed. It still needs polishing and a lot more vegetaion, bushes and such but the layout and main features are there.

Looking towards the bridge from the Axis attack route



High view from the allies side of the river.


Reply With Quote
  #8  
Old 08-23-2006, 07:10 AM
dasKaRmA's Avatar
dasKaRmA dasKaRmA is offline
Rising Storm Team
 
Join Date: Oct 2005
Posts: 279
Default

wow, your map looks good. I especially like your first screensgot! keep it up
Reply With Quote
  #9  
Old 08-24-2006, 08:27 AM
worluk's Avatar
worluk worluk is offline
Senior Member
 
Join Date: Nov 2005
Posts: 2,217
Default

please, please, please, change the water surface.
Have you ever seen such a crystal clear water in a river?
next to a battle?
Reply With Quote
  #10  
Old 08-24-2006, 09:34 AM
=GG= Mr Moe =GG= Mr Moe is offline
Senior Member
 
Join Date: Mar 2006
Location: Newton, NJ
Posts: 7,593
Default

Screenshots look nice, and the layout of the map looks very promising.
__________________
Reply With Quote
  #11  
Old 08-24-2006, 01:00 PM
Rak Rak is offline
Banned
 
Join Date: Nov 2005
Location: Dönerland
Posts: 3,442
Default

Nice looking and well thought map, looking forward for it
Reply With Quote
  #12  
Old 08-24-2006, 04:29 PM
Dheepan Dheepan is offline
Senior Member
 
Join Date: Mar 2006
Location: Suburbs outside Washington DC
Posts: 805
Default

Looks very nice! And I agree about he water surface a murky greenish colour would look nicer. This maps looks like it could be great fun to play
Reply With Quote
  #13  
Old 08-24-2006, 08:45 PM
Moz Moz is offline
Senior Member
 
Join Date: Nov 2005
Posts: 1,773
Default

I don't know why mappers always use transparent shaders for deep water, it looks like grabage.
__________________

[FONT=Trebuchet MS][FONT=Lucida Sans Unicode]RO-BlackDayJuly - RO-AprilShowers[/FONT]
[/FONT]
Reply With Quote
  #14  
Old 08-25-2006, 05:46 AM
Rich_Zap Rich_Zap is offline
Senior Member
 
Join Date: Aug 2006
Posts: 251
Default

Thanks for the comments !

I agree about the water, i was intending to change it as being able to see the bottom of the river doesnt make sense. Unfortunately i dont know where such a water texture is and i dont have the materials/texturing skills to make an acceptable ne myself. Anyone any suggestions ? ^^

EDIT: Although if i found a general opaque texture and combined it with an alpha mapped murky texture then put a subtle cube map on top that might do it.
Reply With Quote
  #15  
Old 08-26-2006, 09:15 AM
Rich_Zap Rich_Zap is offline
Senior Member
 
Join Date: Aug 2006
Posts: 251
Default

For those of you who started vomiting at the sight of the transparent water, you can take your sick bags away now...




The greeny colour was the best i was able to find that represented water, it does still use a cube map so it looks a bit better in game. Its no longer transparent at all so near the edges of the river it wont look quite right but thats the only way i can do it and make it so you cant see to the bottom of the river.

On the right you see the first axis spawn point a farm...

You can also see the gorse bushes which provide the advancing axis forces with cover so they dont get sniped too badly from the far bank of the river.
Reply With Quote
  #16  
Old 08-26-2006, 09:29 AM
Lex Lex is offline
Senior Member
 
Join Date: Jan 2006
Location: Ohio
Posts: 156
Default

From the screen shots this map is looking really good.

My only small suggestion would be to maybe add some rocks around the river, they are appealing to the eye and add cover for troops. On Berezina I played ring around the rosy with a tank around a rock, was able to drop a satchel but had to expose myself so that he would stop over it. He got me but I got 2 kills for my efforts.

If it plays as nice as it looks you have a winner.

Keep up the good work.

Lex
Reply With Quote
  #17  
Old 08-26-2006, 09:38 AM
Rich_Zap Rich_Zap is offline
Senior Member
 
Join Date: Aug 2006
Posts: 251
Default

Good suggestion, thanks ! It will also help break up the shore line.
Reply With Quote
  #18  
Old 09-17-2006, 05:44 PM
Rich_Zap Rich_Zap is offline
Senior Member
 
Join Date: Aug 2006
Posts: 251
Default

Well, i hadnt been able to work on the map for a few weeks but over the last few days ive been getting back into it. Here are 3 screenshots, 1 is of an area already seen but updated, the other 2 are new. Note this is still WIP. I also decided to change my original plan for the map and make it much more rural overall. I now have a church instead of a refinery and im going to have a Village instead of the town hall. I felt this would create a more atmospheric feeling and also i felt i could make that better than a more urban setting.


The Western Bridge




The Eastern Bridge




The Church



I welcome any comments
Reply With Quote
  #19  
Old 09-17-2006, 06:00 PM
EvilHobo's Avatar
EvilHobo EvilHobo is offline
Senior Member
 
Join Date: Dec 2005
Posts: 2,581
Default

D:

It's looking really nice!
__________________

why even bother
Reply With Quote
  This is the last developer post in this thread.   #20  
Old 09-17-2006, 06:08 PM
SasQuatch's Avatar
SasQuatch SasQuatch is offline
Tripwire Interactive Staff
 
Join Date: Oct 2005
Location: Netherlands / USA
Posts: 1,010
Default

Nice work so far man.
__________________

Tripwire Interactive
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 09:03 PM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Copyright ©2005 - 2013, Tripwire Interactive, LLC