Slyk said:I hope to get a ton of feedback from the beta process to make this one of the defining maps for RO...that is my dream, at least.
Slyk said:First alpha run with anyone other than Lex or myself on the map went pretty well considering the state of things. Found only one real objective issue which was fixed. Spawn logic for my vehicles is goofy but by 12:00 am I figured that out. Just need to fix those and clean up a couple miscellaneous floaties and we're good to go for alpha .02!
Also planning to increase the 2nd Defense Line South trench system. Thinking of going more in depth and adding some bunker rooms under the ground... possibly even doing tunnel exits to the village side to give infantry a less exposed route to get past that ridge line. Probably 3 exits to lessen camping. It worked in my CoD maps so it should be good here. Not to mention it will give the SMG crowd some specialty work!
Slyk said:What I hope will make for an interesting choice is the 'flanking' option built into the objectives. Do the Germans want to risk a head-on attack on the 2nd Lines south sector vs a hard left push to take the village from the north? Can they both hold the farm and flank? Or is it faster to give up the blood and storm the lines for the overall shorter route? When do you use arty? Only to clear trench lines or sit on it for the end? I think this map will offer more choices for local tactics and overall strategy than anything else out there at the moment (to the best of my knowledge). The fighting should be localized a lot more than you might think, with the emphasis being on infantry actually doing the taking and holding. Limited active tanks and limited spawn of them will make your vehicles a premium to be guarded rather than used as assault guns charging into the fray. I dare hope to see infantry flanking their tanks as the move toward objectives with arty raining down on the position they are about to assault.
Epic.
That is what I am shooting for.
malice said:Thats what I love about your maps slyk, they always have that go go go pace, lost of action. Gunassault anyone?
Cyion said:Would be nice in ROO but it is a Normandy map I believe.
Very impressive looking setup. Just wondering, what are the reinforcement levels / intervals going to be to for both sides?Slyk said:Wow! Bottom of page 2... BUMP! Shameless one at that.
Finally have my objectives working properly. A couple more tweaks to get just the right special tricks but looking cool. THANKS to Dingbat for a little commentary that helped a lot, I appreciate that.
I now have two flank options for the German attack. Looking at the image below, you can see that when the Germans capture the '1st Line' objective, the 'Bridge' and 'Farm' will activate. From the '1st Line', the Germans can now go left (north of map) or right (south) to drive on 'Berezinov Village'. As an example, if the Germans go left (north), they capture the 'Bridge', then '2nd Line North' and then the 'North Farm'. From here they can hook south to capture the village. Upon completing that capture, the 'Farm' and '2nd Line South' will lock out. Any Russians 'trapped' between the '1st Line' and 'Village' are hung out to dry... no hope of reinforcements and Germans on two, if not three sides!
The same effect will essentially work from the South route. Moral: DEFEND your butts off and if your other flank is collapsing, best to save lives and turn tail and head for the river. This should open a wealth of strategic options for players and for those serious about tactics/strategy, I hope they enjoy the multitude of options. It's complicated, but not. If you think about it.
Below is a screenshot of the overhead map with the 'alpha' testing data. I will clean up and polish this as testing moves to Beta...which could be within the week/10 days for Beta1.
T_a_t_r_o_ks?Slyk said:, while the other is a TOTAL departure and one that I have been trying to get done in a game for nearly five years. I had it in full-release for Mohaa/AA, then upgraded it for Spearhead but ran into what became know as 'max_gamestate' errors in CoD. We never got past the Spearhead beta testing stage. I had a HUGE mock up done in CoDUO last summer waiting for CoD2 to come out and then, well, took a BIG shaft from the developer so it sits....plotted and begging to be finished... I will eventually get it done for RO and it will be massive. I think it will be broken into at least two maps that will share common middle ground. Time will tell.