Forum Rules

  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.

Global Rules
  • Forum moderators may or may not be Tripwire Interactive staff members, but either way, please respect them, as they are the authority of the forums. Speaking to them with intentional spite will not be tolerated and may result in the loss of your forum privileges.
  • Any decisions made by any member of staff or moderator are final and not subject to discussion. Doing so may result in a ban from the site. The owners of Tripwire Interactive Forums reserve the right to remove, edit, move or close any thread for any reason, as well as to remove access to the forums for any individuals with or without warning for breaches of the rules.
  • If you have a complaint regarding another user, PM the appropriate moderators, or if you have an administrative issue, [RO]schneidzekk.

General Behaviour
  • Use the search function before posting. Chances are your question has already been answered.
  • Use a title that describes the content of your post. Don't use all caps or special characters to draw attention either in the title or the body of the post.
  • Up to 10 emoticons are allowed in a post
  • Political discussions are prohibited.
  • Flaming - We do not tolerate abusive, malicious, personal attacks. You will be banned if you persist in this behavior.
  • Trolls - Anyone deliberately antagonizing other forum users by posting 'flame bait' type messages is not welcome. You will be banned (possibly without warning depending on the severity of the issue) if you persist in this behavior.
  • Personal insults (directed at anyone) will result in a ban. If the behavior is not corrected, it will be made more permanent.
  • Constructive criticism is welcome. However keep in mind we (and other forums goers) may not agree with you. If you can't keep the conversation civil, you will be removed from the forums.
  • The use of hyperbole, one liners, and images as part of a forum debate is likely to get you infracted. You have many ways to participate and be a constructive part of this community, even when you disagree.
  • To make the highlighted bits above 100% clear to everyone, the following WILL NOT BE TOLERATED:
    1. Personal attacks, insults, antagonism of any forum-goers, moderators or Tripwire Interactive staff.
    2. Breaches of confidentiality and privacy of any sort.
    3. Any form of racism, bigotry or attacks on race, creed or color.
    4. Linking to posts on other forums related to ANY of the above, whether you are the originator or not, without exception.

  • There has been too much in the way of abhorrent personal behaviors in the past. These will cease. It doesn't matter who started it or who reacted to it - it will all result in moderator action. If you have to indulge your hatreds, for whatever reason, go do it elsewhere - and do not try and drag our forum-goers over to enjoy your hatreds.
  • We understand that people have strong feelings about our games, what we do for a living and how we respond (or don't) to comments on the forums. We all aren't going to agree about everything. So, BE CIVIL in your disagreements!

  • DO NOT Transmit any message, information, data, text, software or graphic files, or other materials ("Content") that is unlawful (including illegal drug usage), harmful, threatening, abusive, harassing, defamatory, vulgar, obscene, libelous, hateful or racially, ethnically, sexually or otherwise objectionable. This includes publicizing private information, such as individual's real names, IP addresses and anything else that might be used to identify them to the freakier members of the internet. This also means you may NOT publically share private communications (PM, email or anything else) without the original poster's permission.
  • DO NOT Post or transmit any Content that contains a virus, Trojan horse or other mischievous Content.
  • DO NOT Post or transmit any unsolicited advertising, promotional materials, "junk mail", "spam", "chain letters", "pyramid schemes" or any other form of solicitation.
  • DO NOT link to posts on any other forums, or any other form of media, that breaches our rules. It will be treated just the same as if you had posted it here.
  • DO NOT Double Post, cross Post or restart closed threads.
  • DO NOT Intentionally or unintentionally violate any applicable local, state, national or international law, rule or regulation.
  • DO NOT Upload or transmit any Content that infringes any patent, trademark, trade secret, copyright or other proprietary rights ("Rights") of any party.
  • DO NOT complain about being banned from a server and DO NOT complain about other players on servers - that is between you and the admin, no need to get the community involved.

Username, Avatar and Signature Rules
  • Multiple registrations result in a ban.
  • No offensive user names
  • Avatars:
    Avatars are disabled.
  • All signatures should not exceed the following size limits, you can have both text and images
  • - For text signatures: 4 lines normal size, 8 lines small size and up to 100 chars per line. Font sizes above 2 are not allowed. (Blank lines count as lines.)
  • - For images in signatures: 1 image up to 400 pixels wide, 150 pixels tall and 100kb in size plus 2 lines normal size text and up to 100 chars per line
Netiquette: Written text has no inflection, and, as such, you should be careful how you write your messages as interpretation will vary from person to person. Please take advantage of the built-in emoticons to add such expression to your words. Please remember the golden rule: to treat other forum users the way you would like to be treated. Please use common courtesy, and enjoy using Red Orchestra's forums
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.
  2. Names recalling atrocities and war crimes in general, or units with particularly odious histories.
  3. Use of obscenities and expletives.
  4. Blatant racism, mysogynism or many other "ism"s.
  5. Use of symbolism and regalia recalling Nazism or Fascism; this does not include pics of soldiers who happen to have such symbols on their uniform, unless we feel this has been done to provoke. Please note that many Nazi symbols (including the Swastika) are still illegal in Germany and other countries and considered deeply offensive by many Europeans.
  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.
See more
See less

[MAP] Bridges of Druzhina Beta5

This topic is closed.
  • Filter
  • Time
  • Show
Clear All
new posts

  • [MAP] Bridges of Druzhina Beta5

    Hi all,

    The 15th June version of 'Bridges of Druzhina' TE is in the links below.

    Change log:
    -Now compatible with RS.
    -Water in rivers now slows players down. (as requested by many)
    -Spawn protection and Arty protection has been added and enlarged to reduce spawn killing. (sorry to those who aren't fans)
    -Overhead map now shows cap area outlines.
    -general bug fixes for the upcoming MCP.

    TE Player file (GAMEFRONT)

    TE Server file (GAMEFRONT)


    TE Player file (MediaFire)

    TE Server file (MediaFire)

    Changelog: Carried over changes from TE version.

    CD Player file (GAMEFRONT)

    CD Server file (GAMEFRONT)


    CD Player file (MediaFire)

    CD Server file (MediaFire)

    Steam Works TE version

    Steam Works CD version


    B8 Changlelog:

    Double up on Squad leader1 on Russian side fixed.

    Other small tidy ups.

    B7 Changelog:

    -red spawn protection screens of 'no death' fixed.

    -rear north woods cap is bigger

    -covernodes now working in windows at new Building at K

    -CD version added.

    -small bugs etc

    known issue - tank crew not spawning properly and kicking the commander out of position when they do.
    This is repeatable on other maps as well.


    B6: changelog:

    -Bridges can only be capped from the top.
    -German spawn time is shorter. (still longer than the Russians but not by much)
    -More windows opened up (School, Final Cap)
    -MG and AT placement much better in those windows and others. (cover nodes in general are improved but still a few that refuse to cooperate)
    -AT gear pickups here and there with 1:30 min respawn time.
    -Tank spawn timer is now a 1 minute wait. (So tread carefully tread heads)
    -The area behind H where the tank likes to cuddle up to is more accessible for AT and engineers.
    -German spawn protection on the flanks for the first 5 caps.
    -K cap is bigger, with an extra building included.
    -prone disabled under water.

    -Final cap should be more of a challenge for the Russians, with cap shape changed and more windows to fire from for the Germans. Capping under the bridge was way too easy.

    -lots more little things you may or may not notice.

    Duration 50+ min.


    Map Features:
    New original models/assets made by me including;
    Trees x 2
    cluster of cheap trees
    Outskirt Tree/terrain
    tree stump
    fern plant
    3d grass
    large stone bridge
    ground textures x 4
    logs long and short
    building exteriors and interiors (using TW textures mostly)
    new trench with wood lining
    rubble pile with bricks.
    I think that's it.

    Please feel free to use any of the assets in the map in your RO2 maps, just give me credit if you do. I do not give permission for them to be used in other games or mods for other games.

    BIG THANKS to:
    Lord Gleedo,

    for answering my nooby questions and brilliant help in general.
    Last edited by 11_HARLEY_11; 07-06-2013, 10:11 PM.
    Custom Map - [URL=""]Bridges of Druzhina[/URL]

  • #2
    Very nice looking map, downloaaadinggg.

    P.S How well are the Cover nodes set up? ^^
    Last edited by Cwivey; 07-29-2012, 10:06 AM.


    • #3
      Certainly looks interesting, downloading now...


      • #4
        Originally posted by Cwivey View Post
        Very nice looking map, downloaaadinggg.

        P.S How well are the Cover nodes set up? ^^
        They're everywhere.
        Let me know if you find places that need them though as it's easy to miss spots.
        Custom Map - [URL=""]Bridges of Druzhina[/URL]


        • #5

          Good job


          Last edited by peumobil; 07-29-2012, 10:28 AM.



          • #6
            great job Harley


            • #7
              Looks great!
              [B][COLOR="Silver"] Surviving on the RO battlefield since 2007.[/COLOR][/B]


              • #8
                Looks great will try this out for sure.
                Good you got rid of these last problems.


                • #9
                  awesome map
                  perfect for long distance combat and short.
                  but both teams need more reinforcements,
                  especially the Russians, if you want them to get to the last point
                  It is also bloodbath for them until they reach the city (dont change it i like it)

                  Tanks would also be very good here. But if you implement them, you should make tanks not abel to go through the water but some anti-tank blocks on the birges that the enginers need to destroy. That would awesome
                  reload like hysterical several times after each kill


                  • #10
                    Really impressive, a few display problem when you select spawn in allies (some spawn point are behind ennemy line on the map but you spawn where you should)

                    Arty can be shot nearly the spawn zone (a few meters)

                    A few rare windows can not be climbed.

                    sorry i didn't take screenshots I will try to take some next time I play it.

                    Really good beta1 hope to see some improvements during time

                    Originally posted by PsychoPigeon
                    do not suggest $hit you do not know about


                    • #11
                      Indeed an impressive custom map. It reminds me of both Ostfront and Darkest Hour in scope and feel. I think I'm in love. I think this map is also a prime candidate for more immersive, less limiting combined arms game play if you ever choose to add tanks.

                      Some quick thoughts and feedback on my first run through of the map.

                      More reinforcements are definitely going to be needed for this map to compensate the attacker's push, large map size and numerous cap zones. More reinforcements for both teams, favoring the Russians.

                      The first two caps need to be moved back a bit. The Germans can't move much farther beyond this point below (which is good in my opinion; They need to focus on defense)...


                      But the caps are ridiculously close to the initial Russian spawn, essentially making them a hand-out as they can walk in almost uncontested and taking little to no casualties. Should be moved back a bit (Perhaps G3, H3) in that they get a little more resistance and feels like caps that are earned with fighting.

                      I like the wide trenches you created but having one on each side of the bridge isn't sufficient and just bunches up the Germans into a predictable area who have to already vie for cover. I highly suggest creating a trench system for both sides of the bridge approach similar to the trenches used in Pavlov's House and Mamayev Kurgan.

                      It'll be more dynamic and useful for both teams. Initially for the Germans as proper defensive start and for the Russians, once they take the bridge approaches, to cover their infantry crossing the bridge and river. It'll make fighting less predictable and realistically, makes more sense terrain-wise.

                      I would love to see each side perhaps get a tank for some combined arms action. The roads in the village are wide enough but there is sufficient cover for engineers to take out tanks up close. Teams really need to coordinate on this one to keep their tank alive.

                      With the addition of tanks you can also put up tank traps and hedgehog traps on the bridges and roads for Engineers to take out for the tanks to advance.

                      If we had light tanks and/or panzerfausts/panzershrecks I would have suggested a tank for the Russians only and AT equipment for the Germans. Perhaps down the line in the future when such assets are made available.

                      There are some missing covernodes on the first bridge, right side. Pictures below. Also, you can't vault over the sandbags in front of K cap zone.



                      Not sure if it is possible but the river needs some wading sounds and splashes and more importantly - slow down the player speed. The river and bridges will only convey the tough job of capturing a bridge if it truly slows down advancement. Give the river life and purpose by slowing down player speed when wading through to the other side. It'll demand much more respect for that portion of the map. Nothing ridiculously slow, but something that is believable.

                      The cap structures for F and G seem out-of-place for something that is out on the edge of the forest. The structures you're using there resemble a garage/depot structure, in the last two cap zones you have the same structure but it makes a lot more sense to see them there in town by the roads - It's believable.

                      By the edge of the forest it's not though, they stand out too much. Perhaps you can instead replace them at F & G caps with a ruined structure of some kind? Maybe ruined bunkers that were hit by artillery? It would be a much more viable structure for that portion of the map and it would be much more believable to see it there, considering the context of the game.

                      There are two radios basically right on top of each other in the building by the Fountain cap. There isn't another radio from that point on until the end of the map on the German side of the bridge. I suggest you remove one of them from there and place it somewhere in between both said cap zones. Maybe around the Offices or D8 area.

                      Some issues at the end of the map terrain wise. The sidewalk issue by the German side of the final bridge sticks out like a sore thumb.


                      More importantly the building on the right side across the river loses it wall and becomes transparent.



                      That's all I got for now. I'll try to convince the server I normally play on to add it to the rotation. Would love to test this map out properly with real players. Great job, and looking forward to future iterations.


                      • #12
                        Those ground/watersurface textures are amazing, Harley. You've done an amazing job here.

                        >Kaizer: I agree with you on all your points (particularly on the objective placement and trenches), but I think that adding tanks to a heavily-forested map like this might not be feasible performance-wise if all of the trees are to be destructible. And even if they were destroyable by tanks, it would be sort of awkward to allow the tanks to roam around the woods and remove all of the cover for the infantry. There would have to be some way of preventing the tanks from driving to that part of the map. As for the movement speed in water, I've tried to implement a similar thing in a map I'm working on, but it seems that such a thing isn't possible to do with the SDK unless one is willing to go into the code and create a custom "slow-down" volume from there.


                        • #13
                          Really nice work Harley, downloading now.


                          • #14
                            The map is working good but we had a problem on our server at a moment, some people who played the map before couldn't join, with this error:

                            People who had the problem (most of the people on the server before playing the map again) were both people who downloaded with the ro2 downloader tool AND people redirected within game.

                            We tested with a changemap to swith again your map but it was the same couldn't join the server, people only successfully join after a server restart.

                            maybe a random error, or error linked to your map but the problem was only with your map.

                            Played with no problem the rest of the time on my server or tat server with near 60 people

                            PS: resupply crates are not all functional, the one on the first bridge doesn't work and have no collision, the one on the F cap doesn't work, and some other don't work.
                            Last edited by ; 07-29-2012, 07:38 PM.

                            Originally posted by PsychoPigeon
                            do not suggest $hit you do not know about


                            • #15
                              It's a very good map ! I'm impressed for this work and the gameplay is very different !
                              For the thank I concur with this message : here

                              Well done !
                              "God Forgives... G.F.A don