I will be visiting each of the three maps we discussed on Skype to further polish and improve them for the Alpha. I will also post all of them here in their most recent brewed and unbrewed forms. As we begin to have the test sessions / events, I may not be able to attend all of them so any and all feedback or experiences would be great to see here.
Since each of these three maps has conveniently received a new update all within the last 6 weeks or so, I feel like they are getting closer to a level of quality we are looking for for the Alpha. I will add here what I think each map still needs and what I would like to have in the Alpha release.
Known Issues for ALL three maps:
Omaha Beach (Currently Beta 2)
The beach is still difficult for allies, but I am not aware of a large server play test since B2 was released. On lower population servers the map seems to be easier for Allies as the Axis bots don't really shoot anyone on the beach. Known issues:
Hill 400 (Currently Beta 3)
The biggest gameplay issue with this map is the bunkers. The bots do not reliably attack or defend them. I have tried numerous gimmicks with rally nodes, path blocking volumes, and making the entrances large and inviting for bots but sometimes they go inside and sometimes they dont.
Port Brest (Currently Beta 5)
This map was updated just a few days ago and has not been tested at all with any significant population. It received a large amount of environmental updates along with modifications to the layout and flow for balance and variability in attacking the cap zones.
Since each of these three maps has conveniently received a new update all within the last 6 weeks or so, I feel like they are getting closer to a level of quality we are looking for for the Alpha. I will add here what I think each map still needs and what I would like to have in the Alpha release.
Known Issues for ALL three maps:
- There are no distinctions in the gameplay for different populations of servers (I am not sure how important this is really). Many Customs and I believe all of the Vanilla maps have different Objectives and spawn progression for the map depending on how many people are playing. All of my maps are the same across the board.
- Opposing Team/Classic Roles: this becomes an issue with some mutators along with Campaign Mode. I found recently that some of my maps weren't populating the "Opposing Role" and "Classic Mode" fields properly in the World Info which was caused the roles to revert to Japanese Axis weapons. I also found that since I made a map for the Aufmarsch mod, my Opposing team roles are now set to be the roles found in this mod. This will take a but of time, but should be able to be fixed by hand in the World info, although I do not believe that our mod supports Classic Roles?
- The use of Free Models from Online Sources: I have downloaded and used several "free" models from TurboSquid, CGTrader, and others on a few maps. I will get together an exact list for these three. I am not sure how we want to proceed with these in the Alpha release as I only used models that were free for non profit or whatever. If its easier, I can remove the models and use the new ones provided by the Contact Nestor has.
Omaha Beach (Currently Beta 2)
The beach is still difficult for allies, but I am not aware of a large server play test since B2 was released. On lower population servers the map seems to be easier for Allies as the Axis bots don't really shoot anyone on the beach. Known issues:
- Spawn Protection still has some "holes" in it where players from both sides can progress beyond a resonable distance from the active cap(s)
- Details on the far left (Allies point of View) side of the farm, village are a bit bare.
- Would like to replace several other decorative (if not all) houses with fully enterable house models made by lallup. There are 3 different house models you can see all of them if you fly to the top left corner of the map beyond the treeline in the SDK.
- Add additional covernodes
- Matinee Boat spawns possibly replaced with drivable boats that have usable MGs mounted on them. This would require coding to the mod itself and would help greatly with Allies attacking beach, although could significantly swing the balance.
- Add Initial German Spawn near the far right bunker (Allies point of View) that rarely gets used as no one ever runs up to it.
- Replace some of the stock RO2 models with new ones created this month.
- Find a better way to handle bots and the beach objectives. Axis bots try to run down to it, although it is a spawn protected zone and dont really defend it from the cliffs (I know of no other RO2 map that tries this either.)
- Add the Objective Borders to the overhead map
Hill 400 (Currently Beta 3)
The biggest gameplay issue with this map is the bunkers. The bots do not reliably attack or defend them. I have tried numerous gimmicks with rally nodes, path blocking volumes, and making the entrances large and inviting for bots but sometimes they go inside and sometimes they dont.
- If I am able to get some new environmental models for this map, Id like to vary the rocks, fallen trees, and bushes a bit. The two tree models in the map are the original Arad trees by Wolverine (which although are in the vanilla game now, he gave full permission for their use) and custom pines made by Postamenos.
- I have heard that some feel the underground bunkers are too narrow in some spots so this is something that might be adjusted if others feel the same.
- Add more detail, firing ports to the underground bunkers
(similar to Tula Outskirts) - I have also debated moving the Allies initial spawn back in front of the Village and making the Village the initial Objective. This wouldn't change the map too much, but would make it more similar to the DH version that many are accustomed to.
- With this being the smallest of all the maps and receiving a healthy update last month, I feel like it is the most polished we have of the three.
Port Brest (Currently Beta 5)
This map was updated just a few days ago and has not been tested at all with any significant population. It received a large amount of environmental updates along with modifications to the layout and flow for balance and variability in attacking the cap zones.
- Needs proper "No Artillery" zones checked and set up.
- With the Urban setting, this map could benefit more than the other 2 from new models in the environment.
- I have modified two of the House models provided by AMG to allow players to enter. I wrapped these models around BSP buildings to enter, but think that the map would be even more improved with access to the second floor of these buildings as well.
- Need some populated server feedback for balance testing.
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