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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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  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.

Examples:
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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[MAP]WF-Port Brest

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  • [MAP]WF-Port Brest



    Dramatic Trailer Compelling you to play this map

    UPDATED To B5!

    WF-PortBrestB5.roe (136 MB)


    **VERY IMPORTANT***********

    This map requires that you have the Heroes of the West Environmental Assets installed. This map will not work correctly without these assets.
    Two options:
    1. Subscribe through Steam Workshop Here (Easy)

    2. Manually Install the Packages (Not so Easy)


    **This map requires that the Heroes of the West MOD is installed which can be downloaded here or subscribed to in the Steam Workshop here


    Changelog 12/31/2015:[/COLOR][/SIZE][/B]
    • Removed Infinite Satchels from House in B
    • Added numerous Craters
    • Added roads and paths around River
    • Added reeds, rocks, and natural cover to River
    • Doubled the amount of trees
    • Varied size, shape, and position of trees
    • Narrowed river on the flanks
    • Added several Metal panels to the bridge for cover
    • Increased Allies Reinforcements to 550
    • Added Streetlights and Sidewalks to City
    • Added more light in Final Cap (D)
    • Added more upper floors in Final Cap (D)
    • Added Catwalks in Final Cap (D)
    • Modified several stock textures to fit Western Europe Theater
    • Added destructible fuel trucks
    • Adjusted culling to prevent large buildings from popping into view
    • Added Spawn for allies attacking B
    • Added / Modified Ambient Battle noise
    • Fixed Windows in B that could not be Mantled
    • Added / Updated Spawn Protection for both sides
    • Modified Objective bounds
    • Added Objective borders to overhead map
    • Axis spawn moves back slightly after initial spawn
    • Both Alleys in B and C are now open
    • Several houses in B and C are now completely open
    • Added several destroyed Sd.Kfz.
    • Added more natural sounds to river area
    • Added floating dust particles in air of A/B
    • Added new French Ad Signs and artwork
    • Added new Fuel Tank Damage Animation
    • Added Dragon88 custom made couch and bed
    • Added Dragon88 custom made fountain for Brest Courtyard
    • Modified destroyed Panzer IV skin to Lemonater's Western Fleck Pattern
    • Modified Hero Bot Pathing (Be Aware at distance!)
    • Added graffiti left by deviant soldiers
    • Added a road bridge to left side of A
    • Modified terrain of Dockyards
    • Added cracks to concrete of Dockyards
    • Modified Look of destructible Concrete walls and fences
    • Added details and cover to D / E
    • Added grid marks to overhead map



    A huge thanks to all who gave their feedback and input to improve this map
    SCUM. LugNut, Lemonater, Beskar Mando, PsychoPigeon, Moskeeto




    Changelog 06/26/2015:
    Code:
    Added Destroyable doors to Final Cap (Satchel Objectives) Engineers FTW!
    Added Satchel pickups to Dockyards area
    Fixed bug where pickup weapons were all black and unlit
    Fixed an invisible wall near B Cap
    Added additional covernodes where MGs can deploy
    Fixed bullet proof fences mentioned in above post (almost forgot ;) )
    Changelog 06/04/2015:
    Code:
    Allies Reinforcemets bumped from 400 to 500
    Added cover to Allies fixed MG near A
    Fixed ladder in Allies Building near A (wont break your legs)
    Opened Both Alleys East and West of C, these may be entered by blowing walls, but  alternate routes are also completely open
    Added 3 Satchel Objectives near C to access Alleys
    Added a large hole in the North end of C cap to enter.
    Reduced C and D cap times
    Added to 2 mins to map time
    Expanded C, D, and E caps to make attacking easier
    
    Visual Tweaks:
    Toned down the brown/red lighting
    Changelog 05/30/2015:
    Code:
    Expanded A, B, and C Caps to allow easier capping by Allies
    Added a second story to building on Allies side of lake
    Added a fixed MG to the two story building as well
    Added numerous Smoke Grenade pick-ups along with a few satchels
    Added large rocks and destroyed tanks to the edge and in the Lake itself.
    Added Metal plates at the base of the bridge posts for cover
    Added a large hole to the wall of the B Cap building.
    Added Several destructible fences along both roads near C Cap
    Added two more enterable buildings near C Cap 
    Added additional rail car near to cut down firing lanes for Axis MGs
    Added a broken wall near C cap for cover
    
    Visual Tweaks:
    Changed lighting color to better reflect evening / sunset battle
    Added subtle Light Rays for environment enhancement
    Brightened lighting slightly
    A huge Thank You of Appreciation to a rising star in the 3D modeling scene,
    Postamenos12
    He custom designed several new trees specifically for this map along with the gorgeous hedgerows!
    Spoiler!


    For More information on the Heroes of the West Mod:

    MODDB: http://www.moddb.com/mods/heroes-of-the-west

    TWI: http://forums.tripwireinteractive.co...d.php?t=101716

    Steam Page: http://steamcommunity.com/sharedfile.../?id=319269696

    Heroes of the West Players Group: http://steamcommunity.com//groups/HOTWplayers

    http://HOTW.TK

    The Battle for Brest
    [spoiler]
    August 7 - September 19, 1944

    The Battle for Brest was one of the fiercest battles fought on the Western Front during World War II. Part of the Allied plan for the invasion of mainland Europe called for the capture of port facilities, in order to ensure the timely delivery of the enormous amount of war materiel required to supply the invading Allied forces. It was estimated that the 37 Allied divisions to be on the continent by September 1944 would need 26,000 tons of supplies each day.[1] The main port the Allied forces hoped to seize and put into their service was Brest, in northwestern France.

    Companies D, E, and F of the 2nd Ranger Battalion were attached to the 29th ID for the assault on Brest. These units were concentrated on the furthest West edges of the city and outlying artillery positions. the 2nd Fallschirmj
    Last edited by nymets1104; 12-31-2015, 05:55 AM.
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  • #2
    Very nice. Looking mighty good.

    Comment


    • #3


      Wonderful. I'll get this going on TWI's Crucible shortly.
      Mr Sajer's winter home heating: i7-4790 OCd to 4.5**GTX 1080 FE GPU**16GB ddr3**Dual Intel SSD**Creative Labs SoundBlaster Zx ...and a lot of fans.

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      • #4
        Great Work Nymets !!!

        Comment


        • #5
          Now I don't know if this is an issue with the map or just the game. But one of the american bots was a Tposed japanese soldier. Slid around the battlefield. Standing upright too rather than lying down. Ken the undercover japanese spy. He would slide up to germans and stand in front of them until he got killed. Swapped teams and he was still there. Pretty funny. When he died only his legs ragdolled as well. It was Singleplayer offline when this happened so it probably won't happen online.

          Comment


          • #6
            Yes, I have seen this before. I think it only occurs offline, but there was a reason for it, I just cant remember what it was. I will ask Shepard.
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            • #7
              I also noticed you can blow up the tanks with satchels. But they aren't satchel objectives. You could make them that. For an extra twist. You could even make them compulsory objectives if the map is too easy for americans.

              Comment


              • #8
                Can the Panzers be driven in the current state of hotw?

                Comment


                • #9
                  Originally posted by MustaschFarmer View Post
                  Can the Panzers be driven in the current state of hotw?
                  The Panzers would work if a mapper added a Tank Role to the Axis team. Allies have no armor though.

                  The tanks on this map are just empty tanks that I spawned to add to the environment. They don't shoot, but will cause "suppression" if you get near them as an Allied player. A Lemonater said, they can be destroyed with satchels. I played around with making them a satchel Objective or having them explode when the caps were taken, but that part fizzled out towards the end. I will keep playing with it though.

                  I did notice on a few matches with bots that Bot Engineers would destroy them too, which was pretty cool.
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                  Comment


                  • #10
                    So it isnt that hard to make German armor work?

                    Also im not sure M3 Stuart was widely used in Europe, a Sherman tank wreck or functiong would be better on the map.

                    Comment


                    • #11
                      Originally posted by MustaschFarmer View Post
                      So it isnt that hard to make German armor work?

                      Also im not sure M3 Stuart was widely used in Europe, a Sherman tank wreck or functiong would be better on the map.
                      German armor would work just fine, but the Allies lack an AT Class so this could affect the balance of the maps.

                      I had a Sherman Model that I included in the map wherever you see an M3, unfortunately we could not confirm the source of the model and opted to remove it for the time being.
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                      • #12
                        There is Engineers right? Satchels sure can blow up tanks for the time being.

                        Comment


                        • #13
                          Just played with a mostly full server (cheers all for the game, was good fun).

                          The later caps feel quite good and, despite C being a bit tight, all seemed doable with a bit of effort. A and B however were just a shooting gallery for the Germans. It eventually came to a point where in both rounds we retreated just so the game could go on a little more and we could fully test the map. Currently its a bit like the opening parts of Bridges where the attackers wander into the defenders firing range and get ripped apart as a result.
                          If possible a few bits of cover in the river (rocks, bits of tree etc...) would be good, and maybe a good overlook building for the attackers that could give a nice sniper or MG nest would be awesome.

                          Bar that the map looks damn nice. Good to see the new assets being used.

                          EDIT: Also noticed this... cloud?
                          http://images.akamai.steamuserconten...C85E2B1F613F7/
                          Last edited by Scum82; 05-26-2015, 05:44 PM.

                          Comment


                          • #14
                            Originally posted by Scum82 View Post
                            Just played with a mostly full server (cheers all for the game, was good fun).

                            The later caps feel quite good and, despite C being a bit tight, all seemed doable with a bit of effort. A and B however were just a shooting gallery for the Germans. It eventually came to a point where in both rounds we retreated just so the game could go on a little more and we could fully test the map. Currently its a bit like the opening parts of Bridges where the attackers wander into the defenders firing range and get ripped apart as a result.
                            If possible a few bits of cover in the river (rocks, bits of tree etc...) would be good, and maybe a good overlook building for the attackers that could give a nice sniper or MG nest would be awesome.

                            Bar that the map looks damn nice. Good to see the new assets being used.

                            EDIT: Also noticed this... cloud?
                            http://images.akamai.steamuserconten...C85E2B1F613F7/
                            Wondeful! My thanks to all who joined. I will definitely address these issues and get them fixed in an upcoming update.

                            That image is an airburst emitter, there are 2 or 3 on the map. It explodes then slowly fades to explode again, they are featured on Iwo Jima quite a bit. Did it look unnatural on this map?
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                            • #15
                              I think that cloud was bugged for that match. Its not that it looked unnatural, it was not animated for whatever reason. I noticed it in spectator mode before the match began and flew around it and it was not actually animating, looking like a flying ball of cotton wool hanging in the sky for the whole match.

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