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Offensive material
The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
  1. Names recalling notorious war criminals or personalities.
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  3. Use of obscenities and expletives.
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  6. Use of symbolism and regalia recalling Stalinism.
  7. On both the previous two, the moderators' views on the intention and impact of use of such symbols will be final - not yours. Please be understanding if you are advised to change something.
  8. In general, if a sig/avatar represents your allegiances in-game and is clearly "in part", it is likely to be fine; if the moderators feel you are trying to demonstrate unpalatable political allegiances, or to use it in an attempt to ridicule or provoke others you WILL be asked to change it. RO is NOT the place to make any extremist political statements of any kind.

So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.

A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.

Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
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The RO2 "Work In Progress" Video/Image Thread - All Welcome!

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  • Originally posted by Drecks View Post
    Yeah human testing is a must as when you add them correct Bots will run to the objective and do what have to be done. They don't stay back they run to the objective.

    Humans or at least quite a few will play different. Some will go prone on your map borders and pop down enemies from there. Others will just lay further back and pop enemies from the way back.

    The most valuable humans will go for the objectives and kill enemies there while they cap the objective. Meanwhile they shout to the previous mentioned players to get in the bloody objective as they are struggling to cap it.
    Well said and I agree 100% Drecks.
    Humans can completely make or break your idea of how it will play out.
    e.g At the moment I know I have too many high open windows where humans campers can completely own but the bots don't bother going there. Just not sure yet which ones to close off..time will tell. It's interesting how many player hats you have to where when testing your own map. I for one am a 'get to the cap' type of player. So playing as a sniper/camper is something I have make myself do in order to look for those horrible game breaking holes in design.

    Originally posted by Xendance View Post
    Very nice 8)
    Terrain looks a bit low res at some points, what's the tiling on it like?
    Thanks Xendance!
    All the ground textures are set to 4 (mapping scale) and they're 2048
    Which screenshot do you think looked the most low res?
    Thanks for the link too, will check it out now.
    Custom Map - [URL=""]Bridges of Druzhina[/URL]


    • Originally posted by 11_HARLEY_11 View Post

      Thanks Xendance!
      All the ground textures are set to 4 (mapping scale) and they're 2048
      Which screenshot do you think looked the most low res?
      Thanks for the link too, will check it out now.
      The one with the germans in the trench. It's so low res that it's pretty hard to figure out what the ground is supposed to be.
      Though that probably is a mesh?
      #1 Bonzai charger


      • Some comments on the map was that it needed more detail and less empty areas. As there is no opportunity to play it the benefite is that there is plenty of time to polish and updating it.

        Added more details and interior areas and even added more options to shoot from higher positions. Added an entire new objective area with high fire positions for attackers and defenders.

        Now wait for a solution so the community can play custom maps.
        Meanwhile more details and stuff will be added until my graphic card say stop !!!!


        • Coldsteel will become a combat classic in RO2.

          For BOTH TE and FF.


          • Originally posted by Xendance View Post
            The one with the germans in the trench. It's so low res that it's pretty hard to figure out what the ground is supposed to be.
            Though that probably is a mesh?
            Yep you're right that was pretty low res. It's a mesh so I've just scaled the uv's and it looks a lot better. Thanks dude.
            Custom Map - [URL=""]Bridges of Druzhina[/URL]


            • Looks awesome Drecks.

              Do you place the bricks with the SM tool or the 'end' key? Or combo of the two?

              I seem to get a lot of double geometry when I use the SM tool for placing meshes. not sure why, I'm pretty sure I only click once.
              Custom Map - [URL=""]Bridges of Druzhina[/URL]


              • I add them manually. Its a drag but then I know thay are placed correct.
                I copy them in unlit mode which made it even harder to see if they wont float. But copy in lit mode makes the editor crash. Once copied I use the widget to rotate them in the desired position. I gave them a max drawdistance of 1500....
                i could raise that but I'm a performance whore.


                • harley... i loved that map in dh and you ro 2 version is realy looking awesome!

                  i cant wait to test ist!

                  drecks your map also is comming along realy nice!


                  • looking good guys cant wait to play these on full (human) server soon


                    • Woah! Harley, I think your map will be a all time favourite for me, i got allmoast all asstets I would ever want in a map and it looks totaly beautiful!
                      I'm not kidding, I'm so exited about the map I am make up imaginary gameplay in my head of how matches would play out in the map!
                      Greate job, your an artist!
                      [QUOTE=Fedorov;956796]Genuine fun > grind.[/QUOTE]


                      • Originally posted by 11_HARLEY_11 View Post
                        Hi all,
                        It's been a little quiet in here so here's some of my latest screen shots. The map (no name yet) is coming along nicely but I'm still only 3/4 the way through. I just hope it runs well for everyone - yikes! Lots of new assets in here so it'll be a large download when its done. sorry in advance for that.
                        I can't give an estimate of when it'll be done as my job keeps interfering. Still fleshing it out with models and such, also there are still covernode, mantle and spawn bugs that the good peeps at TW are looking into. So I'll wait until they are ironed out before releasing.

                        Anyway back to it. Hope you like.









                        good work mate cant wait to try this.


                        • Originally posted by Drecks View Post
                          I add them manually. Its a drag but then I know thay are placed correct.
                          I copy them in unlit mode which made it even harder to see if they wont float. But copy in lit mode makes the editor crash. Once copied I use the widget to rotate them in the desired position. I gave them a max drawdistance of 1500....
                          i could raise that but I'm a performance whore.
                          It's a very unfortunate bug that one. I still occasionally forget I'm in shadow mode and...kaboom! It also doesn't help that in Maya the alt key is held down constantly for navigation and in udk its the copy key lol. You know how easy it is to confuse the keys when going back and forth from one program to another. Or maybe that's just me.

                          Thanks everyone for the awesome feedback too!

                          Nylle, I really hope the map/matches live up to your imagination dude and thanks for the inspirational compliments.
                          Custom Map - [URL=""]Bridges of Druzhina[/URL]


                          • Good God that is some great work, Harley. I could say a million things about it, but I'll just say that I can't wait to play it in the future.


                            • RO2 Freeze Tag - WIP
                              I am currently messing about trying to create my favourite/fun game mode ever - FreezeTag!!

                              I got into gaming playing FreezeTag for UT99 and have had the most fun with this game mode in other games (Quake III, UT2004, UT3, and COD4).

                              I don't expect many RO2 peeps to play it as it's not "realism", but who cares

                              What is FreezeTag? (for those who don't know):
                              FreezeTag is a round based tactical team game where the objective is to be the first team to Freeze (By Shooting/nading/meleeing) the whole enemy team.

                              Teams can defrost teammates by standing next to frozen teammates or by shooting an invisible beam at the frozen teammate.

                              WIP screen shots

                              A single frozen german player

                              A group of frozen germans

                              Delayed HUD messages showing who you thawed or were thawed by

                              A partially thawed team mate

                              Modified overhead map showing a frozen team mate as a snow flake

                              Lots left to do, but I enjoy it

                              Will probably have a look at CTF next or something else if I get the time.
                              [URL=""]Custom Map - TE-DieBresche B5[/URL] | [URL=""]RO2 Cache Extractor and Map Downloader v1.2[/URL]


                              • New Nick.


                                Cool stuff. I could use some of that knoeledge.