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Bigger maps? Squad spawning?

zeep

Grizzled Veteran
Nov 21, 2005
434
147
Are there bigger maps coming anytime soon? Not tank maps but infantry or combined forces.

Many current maps are relatively small and it's hard to escape that Appartments-like gameplay. Spawn > walk 50m > shoot+nade+die > spawn.. etc. It's so COD-ish. Maybe move the spawn areas back everywhere..


I'm having a hard time spawning on Squad Leader. Sometimes it works, mostly not. Any chance that TWI will fix it or introduce a Squad spawning system? Maybe have players select which squad they want to be in and spawn in?
 
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Reactions: Cyper
Are there bigger maps coming anytime soon? Not tank maps but infantry or combined forces.

Many current maps are relatively small and it's hard to escape that Appartments-like gameplay. Spawn > walk 50m > shoot+nade+die > spawn.. etc. It's so COD-ish. Maybe move the spawn areas back everywhere..


I'm having a hard time spawning on Squad Leader. Sometimes it works, mostly not. Any chance that TWI will fix it or introduce a Squad spawning system? Maybe have players select which squad they want to be in and spawn in?

I agree with you, but the game would need tank maps aswell. Because there are no real tank maps and/or other heavy/light armour maps. It would be nice with a huge map a few towns with spawnpoints inside them and surrounding countryside for tank combat.

At the moment, the sniper class, the gunner class, and the anti tank class isn't always very attractive due to the small and overcrowded maps. Waiting for tanks with the AT-gun often means death simply because there are so many players.
It's to much Sprint, kill, die, respawn.
 
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I was actually wondering whether it was possible for modders to make personal carriers, with the new tank interior system and all.

Tripwire have said they will be releasing troop carriers as a future release but if modders wanted to make their own, then they could do that.

People can get their hands on a limited "preview" version of the RO SDK if they want to, until the full RO SDK comes out. See this thread if you are interested:
http://forums.tripwireinteractive.com/showthread.php?t=66896
 
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I'm not sure where you guys are getting that these maps are small.

Some may appear small because the objectives are close together like in Grain Elevator or Apartments, but that's it really.

Just about every other map is quite large, almost too much for their own good on anything less than 64 players.
Some of the maps available in RO1 you could drive a tanks several minutes full speed and not get to the other side.
 
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cut the maps by a 1/4 and you have codish maps, trust me Fallen Heights is the size of 4 of the biggest cod maps combined. .....


Seriously?

If thats so im really glad i stopped playing the series after CoD:UO.

Anyhow OP i totally agree we need some nice size combined arms maps similar in size to DH mod would be nice.
 
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Yes well if maps are big but all the cap points are close to another then gameplay will be as if it's a small map. So bigger maps + more space between points.

I'm not sure where you guys are getting that these maps are small.

Some may appear small because the objectives are close together like in Grain Elevator or Apartments, but that's it really.

Just about every other map is quite large, almost too much for their own good on anything less than 64 players.
 
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Waiting for tanks with the AT-gun often means death simply because there are so many players.

AT class is perfectly viable since the pistols are very good weapons up to 70 metres. Unable to adjust to it? - Go engineer and have your SMG and get your shambeh bambeh on. MG class is also viable, even for players who don't specialise in it, particularly as ranking up gives you a very useful buff on hip-fire accuracy. The Russian LMG in particular has lower recoil fired in bursts at close range.

I'm just starting to get used to the marksman weapons. Again, on many servers you have the pistol, and when you don't, you can use the iron sights and pick-up a second weapon.

Not aimed @Cyper:

In general, there's a mania for measuring maps horizontally, from tip to tail, as you might say. It's understandable, when we gamers frequently get screwed by companies producing maps that look okay at first glance, but actually lack any long-term quality. There's so much more detail and vertical depth to many of the maps in this game.

I do agree that we need some combined operations maps that are larger 'horizontally', on which games can last longer and have more lulls between action. We really do need troop transports before such maps are viable, imo.
 
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