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Battle of Kursk is here.

I really had some fun on this.

My only issue thus far - is that it is huuuuuuge, and while that is part of it - The Ammo is too far away, making it 100X easier to die than it is to turn around and get some.

Perhaps there could be an ammo truck or two that would be AI controlled that would do a loop between the rear of the two closest check points.

So you may have to wait a bit, but you would not have to abandon the capzone for 10 mins to get more.
 
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I really had some fun on this.

My only issue thus far - is that it is huuuuuuge, and while that is part of it - The Ammo is too far away, making it 100X easier to die than it is to turn around and get some.

Perhaps there could be an ammo truck or two that would be AI controlled that would do a loop between the rear of the two closest check points.

So you may have to wait a bit, but you would not have to abandon the capzone for 10 mins to get more.

This ^^^ is the only real fault with the map, most times by the time you have capped one of the furthest away zones, you have little if any ammo left, and the ammo dumps are too far away to be of any use,so you either stay and defend til your ammo runs out,and then you die,or you abandon the newly capped zone and go for ammo,which can take 5 - 10 mins.
 
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Good suggestions so far, keep 'em coming.

Please post feedback on Kursk in the thread in the level design forum:
<a href="http://forums.tripwireinteractive.com/showthread.php?t=81347" target="_blank">http://forums.tripwireinteractive.com/showthread.php?t=81347

I'll use it as my to-do list, and we can all hash out what changes ought to be made.

About the ammo locations, where would you want them?
I want conserving ammo to be part of the fight, so they can't be in the middle of the fight, but I agree they are too far away.

Choice, your idea of an ammo truck is cool, that's a long term kind of thing, so get cracking on the SDK and make it so we can implement it. It would really add some neat possibilities to maps.
 
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