I've been working on a new tank only level. Here's the info.
Any comments would be more than welcome.
History:
Operation Uranus was the Russian response to the siege of Stalingrad. On Nov 19th 1942 the Russian 5th, 21st, 65th and 24th armies crossed the Volga north of Stalingrad heading southwest. On 20th November the Russian 64th, 57th and 51st armies crossed the Volga south of Stalingrad heading northwest.
They punched through the german lines, ultimately linking up at Sovetsky on Nov 23rd.
The premise:
The idea is that a unit of SS panzergrenadiers try to stop the link up, mounting a defence at the town of Marinovka between Kalach and Sovetsky.
Allies:
Unit Name:
26th Tank Corps
Description:
COMRADES! Now is the time to strike back at the fascist invader! Secure the road from Kalach to Marinovka. Secure the bridges across the Volga-Don canal and the road to Stalingrad. Destroy the SS headquarters near the town. Sieze the railyard and any materiel. Then on to Sovetsky to link up with 4th Tank Corps.
Axis:
Unit Name:
16th SS Panzergrenadiers
Description:
Garrison duty ... it's so easy. Sit in the warmth until spring and the new assult on Stalingrad. Nothing to do but drink the local vodka and meet the local girls. After all, the front is over 60 miles away ... right?
The map:
http://www.redorchestragame.com/forum/attachment.php?attachmentid=816&d=1161473108
Taken from a satellite image (Google earth). This map is approx 3 miles on a side. The straight black line at the bottom is the Volga-Don canal. In the bottom right of the image, the small white blob in the canal is a container ship(for scale).
To do:
I'm having some problem with Spawns (RO spawns players in areas where I have NO player start actors) and Objectives (some show up as secondary objectives, when I want them all as primary, and one cap wins the level).
So, fix these problems, then alpha test for AI and balance.
Add decorations (layers as well as meshes) to make things look more realistic/believable.
Beta test for player reaction.
Credits:
Big thanks to Tripwire for a kick-ass game.
Massive thanks to Moz and Slashbot for two great levels (Black Day and Orel) and the advice, suggestions and help they have given me.
I hope this level will live up to their examples.
Any comments would be more than welcome.
History:
Operation Uranus was the Russian response to the siege of Stalingrad. On Nov 19th 1942 the Russian 5th, 21st, 65th and 24th armies crossed the Volga north of Stalingrad heading southwest. On 20th November the Russian 64th, 57th and 51st armies crossed the Volga south of Stalingrad heading northwest.
They punched through the german lines, ultimately linking up at Sovetsky on Nov 23rd.
The premise:
The idea is that a unit of SS panzergrenadiers try to stop the link up, mounting a defence at the town of Marinovka between Kalach and Sovetsky.
Allies:
Unit Name:
26th Tank Corps
Description:
COMRADES! Now is the time to strike back at the fascist invader! Secure the road from Kalach to Marinovka. Secure the bridges across the Volga-Don canal and the road to Stalingrad. Destroy the SS headquarters near the town. Sieze the railyard and any materiel. Then on to Sovetsky to link up with 4th Tank Corps.
Axis:
Unit Name:
16th SS Panzergrenadiers
Description:
Garrison duty ... it's so easy. Sit in the warmth until spring and the new assult on Stalingrad. Nothing to do but drink the local vodka and meet the local girls. After all, the front is over 60 miles away ... right?
The map:
http://www.redorchestragame.com/forum/attachment.php?attachmentid=816&d=1161473108
Taken from a satellite image (Google earth). This map is approx 3 miles on a side. The straight black line at the bottom is the Volga-Don canal. In the bottom right of the image, the small white blob in the canal is a container ship(for scale).
To do:
I'm having some problem with Spawns (RO spawns players in areas where I have NO player start actors) and Objectives (some show up as secondary objectives, when I want them all as primary, and one cap wins the level).
So, fix these problems, then alpha test for AI and balance.
Add decorations (layers as well as meshes) to make things look more realistic/believable.
Beta test for player reaction.
Credits:
Big thanks to Tripwire for a kick-ass game.
Massive thanks to Moz and Slashbot for two great levels (Black Day and Orel) and the advice, suggestions and help they have given me.
I hope this level will live up to their examples.
Attachments
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