Danzig

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Nifel

FNG / Fresh Meat
May 5, 2006
304
0
0
43
Norway
A spell was cast and the sky turned red, The angels heart froze to ice
The blackness that falls is coming to stay, Under the snow lies angels so cold

I love that song~

Oh and the map is great.
 

KrazyKraut

FNG / Fresh Meat
Nov 22, 2005
1,848
69
0
Beer capital of the world
I don't hate the map as such, it's a decent map. I'm merely annoyed that once again the whole thing could've been made much better and balanced for the average game by simply giving the defenders a tad more to do and relieving the attackers by not forcing them to hold every single objective when the timer runs out.
 

Rex

FNG / Fresh Meat
Dec 2, 2005
145
0
0
New York, NY
I don't hate the map as such, it's a decent map. I'm merely annoyed that once again the whole thing could've been made much better and balanced for the average game by simply giving the defenders a tad more to do and relieving the attackers by not forcing them to hold every single objective when the timer runs out.

if you had played the mod, you would have noticed a few changes directed at exactly that.

1) the bridgehead used to be 1 objective.

2) the allies used to have no sniper or fire support positions on their side of the bridge.

3) there used to be only 2 routes, which were the bridges. now there is a covered boat between the two bridges, allowing a 3rd, much safer route.

4) you used to not be able to capture the bridgehead from behind the embankment wall, which you can do now.

Basically, the axis have more to defend, the allies have not only more options, but more opportunities for fire support and a way to capture the objective without getting out of cover.

Seriously, I would call your complaints somewhat "untutored." You cant knock the devs for not making the map easier when you dont have the slightest clue about how the map was before and how much they did to make it easier for the allies.
 

ThanhSa|Seirrah

FNG / Fresh Meat
Dec 26, 2005
150
0
0
Cardiff, Wales
www.thanhsa-clan.net
After playing this map for a couple of hours straight (and many times in the mod), I still think the Allies have a tough time.

I'm not moaning though, as who says a map has to be even anyway. I'd like to see some cover on the 'road' between the Command centre and the south langermarkt (spelling?).

Generally I'm finding it a lot of fun though.
 

Bone saw

FNG / Fresh Meat
Sep 21, 2006
261
22
0
J
LoL Krautwurst ,from now I will be more sensible with you. I just wanted to state that on every map people whining about it's unbalanced. Same ****,different map. Excuse my harsh words, I didn't want to offend you.:)
 

KrazyKraut

FNG / Fresh Meat
Nov 22, 2005
1,848
69
0
Beer capital of the world
if you had played the mod, you would have noticed a few changes directed at exactly that.

1) the bridgehead used to be 1 objective.

2) the allies used to have no sniper or fire support positions on their side of the bridge.

3) there used to be only 2 routes, which were the bridges. now there is a covered boat between the two bridges, allowing a 3rd, much safer route.

4) you used to not be able to capture the bridgehead from behind the embankment wall, which you can do now.

Basically, the axis have more to defend, the allies have not only more options, but more opportunities for fire support and a way to capture the objective without getting out of cover.

Seriously, I would call your complaints somewhat "untutored." You cant knock the devs for not making the map easier when you dont have the slightest clue about how the map was before and how much they did to make it easier for the allies.

Ugh, I've been playing this game long enough to know the old Danzig so don't lecture me on that. And don't tell me what I'm qualified to critizise. Without wanting to start a bragging contest I played RO since 1.1 so I've pretty much seen all maps.

a) the bridgehead argument goes both ways: capturing the two bridgeheads doesn't seem that much easier than capturing only one like in the mod version. And you need two ojectves for the progressive spawn point now.
b) the 88s were a lot easier to capture than the command center is. But I'm still happy they change it because it's not as bad of a chokepoint now as it was then. But it's not easier to capture or hold it than before.

And this is not a mod anymore. Besides the fact that the original map wasn't even by a Tripwire mapmaker, it's pretty lame to hide behind a "oh well it's better than in the mod". All this now makes it sound like I loathe the map, which isn't even the case. But things could be a lot better if maps were less of the "all or nothing"-type: Either the attackers capture all objectives (which is a lot harder than having to hold only one when the timer reaches zero) or they lost the game.
 
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SasQuatch

FNG / Fresh Meat
Oct 17, 2005
1,010
213
0
Netherlands / USA
Ugh, I've been playing this game long enough to know the old Danzig so don't lecture me on that. And don't tell me what I'm qualified to critizise. Without wanting to start a bragging contest I played RO since 1.1 so I've pretty much seen all maps.

a) the bridgehead argument goes both ways: capturing the two bridgeheads doesn't seem that much easier than capturing only one like in the mod version. And you need two ojectves for the progressive spawn point now.
b) the 88s were a lot easier to capture than the command center is. But I'm still happy they change it because it's not as bad of a chokepoint now as it was then. But it's not easier to capture or hold it than before.

a) When allies capture one of the bridgeheads, the Germans get spawned backward one street making it harder for them to reinforce the bridghead defense. It DOES make it easier for the Russians and certainly counters the stalemates at Bridgehead that the MOD version suffered from. After the russians capture both they get their first progressive spawn and the Germans get spawned backwards again. This is partially a psycholigical fix as well as a constructive one.
b) The old 88's needed a 'grenade spam fix' where you could prevent a cap from streets away by littering it with grenades killing a group of soldiers defending it. Basically, all capzones were too small and too exposed in the old version.
 

Burns

FNG / Fresh Meat
Mar 16, 2006
137
0
0
I wasnt too fond of the mod version but I am liking this one a whole lot more.
 

meat_sim

FNG / Fresh Meat
Mar 17, 2006
48
0
0
ridiculously well made map...

russians can cap BH so quickly with 2 things... a sniper and an mg'er in the building across from the objective. there's a little platform within the capzone that has sexy defilade from german shooters in the buildings. and now that mg's have been 'roided up, the mg'er can be extremely effective at covering the group capping. get some smoke going before hand and its fairly easy to cap. once you have one side of the BH you have 4 feet of walking to the other side.

i think TW did a hell of a job in this new rendition of danzig. the command center replacing the 88's is awesome. and it reduces the efficacy of nadespam at that obj. the langrmarket is awesome with much more cover and shooting positions to duke it out.

my only qualm with this map is that "Putz" sign on the wall. its missing "meat_sim PWNS" in front of that. but i'll let that one slide...
 

Ruprecht13

FNG / Fresh Meat
May 11, 2006
122
0
0
Played this map last nite for a bit & loved it - even tho I kept getting blown away by Germans who hide & wait for the Russkies to run by...lots of hiding spots on this one.
 

Yoshiro

Senior Community Manager
Staff member
Oct 10, 2005
13,381
4,083
113
Ok you two (or three), calm down. (Rex stop flaimbaiting like that, I expect better from you)

You can't please all of the people all of the time. Some people won't like danzig. Agree to disagree and move on.

We however feel it is a great map and a great addition to RO that a majority of the ro owners can and will enjoy.
 

Pvt.pile

FNG / Fresh Meat
Nov 22, 2005
1,500
206
0
Sconnie Botland
Luv the new Danzig its alot more balanced than the old MOD version and no one should really be complaining about it being unbalanced. If you think it is hard for the Russains go and play the MOD version :p.

Pile.
 

Bat Guano

FNG / Fresh Meat
Mar 14, 2006
203
0
0
2) the allies used to have no sniper or fire support positions on their side of the bridge.


This is a huge change that can really help the Russians. Unfortunately, it can also lead to half the team "sniping" instead of getting into the cap zone and moving the battle forward. This isn't criticism of the map design, it's just human nature and something else we'll have to deal with. I played the map a couple of times from both sides last night and I think it looks great.
 

JCoquillon

FNG / Fresh Meat
Nov 21, 2005
874
134
0
38
Europe
I think it's the prettiest map yet, and the range of routes makes it far more interesting and varied than the mod version.

Even the devs take time out to admire it's beauty :)
 

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Phoenix-D

FNG / Fresh Meat
Feb 28, 2006
706
0
0
My only complaint with this map is a lot of the windows seem to be that perfect height- you can't rest on them standing OR crouching, and that makes deploying MGs a pain. More than once I deployed and found the muzzle of my gun pointed into the wall..
 

myzko

FNG / Fresh Meat
After playing the map, all I can say is, GREAT WORK! allthough it lacks some detail here and there, but I suppose that's so the performance wont drop.


The russians has countless of ways to go and attack, and I did not find granades much of a problem, there is more then enough cover for you.


If you have complains..play the map, and when you die at one place, try to go another, don't rush the same place all the time trying to "get there"


Odessa is far worse then this map, seeing as you only have 1-2 ways to get to the cappoints, and here you have 2-4