I'm not 'feeling' the chaos of Stalingrad, a few suggestions.

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ArchoN2010

FNG / Fresh Meat
Sep 1, 2011
61
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In Stalingrad '42-'43 there was fighting EVERYWHERE, literally EVERYWHERE, every street, every building, every corridor, every ROOM had a fight going on, I am not feeling this chaos in HoS. Even with 64 players the only maps that come close to the reality of the chaos is Apartments, Barracks and to some extent, Grain elevator (at least when you're in the grain silo itself, my favourite part of any map ^^, so chaotic!). When inside the Grain Elevator itself the space at which you can fight in is so small and strictly indoors, room to room, up staircases, down corridors, it's so chaotic and so like Stalingrad.

I think a good idea would be to create TE maps based on small sections of original maps, a BRILLIANT example would be station, just the large trainstation building itself, have the Germans spawn on one end, Soviets on the other. Territories would be things such as "Main hall", "Floor 2 west", "Floor 2 right" and so on. Maps like this would truly scope in on Stalingrad at the height of it's chaos and brutality.

This is not a rant, I still like the game ^^.

Discuss.
 
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ledurpy

FNG / Fresh Meat
Oct 12, 2011
120
265
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ya one of the problems with grain elevator is the fact that its set up so openly.

For example things like the fire escape completely ruin the possibility for a floor to floor push into the building.

now it just degrades into the germans attacking from the top floors and bottom floors.

it would be alot better if they limited it so the germans had to push into the buldinging and fight up the stairs floor to floor.

IMO each floor should be an objective that must be held.
 
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ArchoN2010

FNG / Fresh Meat
Sep 1, 2011
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Not a troll, if you had any idea what a troll was or what their intentions were then you'd realise trolls don't give useful suggestions to be considered.
 
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gimpy117

FNG / Fresh Meat
Sep 6, 2011
527
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Michigan
yeah, I feel the fire escapes need to either be eliminated, or destroyed on at least the 1st floor so the Germans actually have to push the ground floor. The way of ingress into the main building need to be limited a bit.
 

ledurpy

FNG / Fresh Meat
Oct 12, 2011
120
265
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yeah, I feel the fire escapes need to either be eliminated, or destroyed on at least the 1st floor so the Germans actually have to push the ground floor. The way of ingress into the main building need to be limited a bit.
ya it just doesnt help the map out. Wouldnt it be destroyed in real life too though?

i would think it would be the first thing destroyed by the defenders.

It would be alot more immersive of a map if you had to fight from bottom to top.
 

Saether

FNG / Fresh Meat
Sep 18, 2011
28
57
0
The Grain silo is my fav. map, both as axis or soviet.
What i dont like is the constant penetration on the upper levels, when we are fighting for the 1st floor.
Team leaders sneak inn and we got axis troopers running out of all the cracks..
I would realy like to see a "no go" zone on the lvl above the axis target.(for the axis only)

The real battle (yes i know. history.. blablabla) lasted for 6days and was held by only 50 russians.
Ofcorse they could have climbed up to. but as we all know there where MGs and people covering all windows and stairs.

We cant do this without a realy well trained squad. and with the system we got now, its hard enugh to even get 1 guy to cover ur behind when u need to.
 

Rumpullpus

FNG / Fresh Meat
Aug 31, 2011
329
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on TW defence though it would be incredibly hard to create a map thats so chaotic. once we get some people who dont have lifes to make some maps they can spend alot of time on them and get them just perfect.
 
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Jorg Biermann1

FNG / Fresh Meat
Feb 8, 2011
1,031
632
0
Buckinghamshire, UK
A lot of maps are missing enough destruction.

Take Grain Elevator for example. How can a building that was under constant arty fire still have a fire escape on the side of it? All the little houses around it should be just rubble.

I kind of understand why they would have it this way though.


Another Pavlov's House. It's too built up. Another building that was under arty fire for ages. What's with all the little houses south of Zabs house that look untouched? Un damaged Tram cars allover the place. Hardly any shell crators to take cover in.

And that weird yellowly look it has to it. Doesn't look like Stalingrad.
Looks more like Greece after an Earthquake.
 
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Nezzer

FNG / Fresh Meat
Feb 3, 2010
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Porto Alegre, RS
yeah, I feel the fire escapes need to either be eliminated, or destroyed on at least the 1st floor so the Germans actually have to push the ground floor. The way of ingress into the main building need to be limited a bit.
+1
There are too many entrances to the elevator. Give the Germans a lot more time and reinforcements and block the tunnel from the Conveying Tower, block or eliminate the fire escape ladders and leave the staircase as the only way up. After the second floor has been taken, there could be a new capzone on the third floor. Russian reinforcements should only be cut off 3 minutes after the 3rd floor falls. The battle would rage through the entire building and the map would be a lot more epic that way. If TWI doesn't fix it, I hope some mapper make a remix version of it similar to what I'm suggesting some day ;)
 
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flavin420

FNG / Fresh Meat
Oct 2, 2009
308
49
0
I aggree with the deletion of the fire escape, I have lost on AXIS many times because no one was going for the bottom floor cap, everyone freaking running around on the top floors to soon.

Anyways as for the chaos, i think the real problem is lack of teamwork ingame, its all lone wolfs runnin around, and you get to one corner get pinned by a loner watching that corner, and either die, take him out, or run ending up at another camped corner.
 

Krobar

FNG / Fresh Meat
Jun 11, 2011
1,497
651
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The sewers of Leningrad.
yeah, I feel the fire escapes need to either be eliminated, or destroyed on at least the 1st floor so the Germans actually have to push the ground floor. The way of ingress into the main building need to be limited a bit.

I constantly watch the fire escapes and constantly throw grenades down em. I run out of grenades? I wait for a German to come up then I shiv him and watch him fall back down, then loot the grenades ofcorse.
 

Seanybonn

FNG / Fresh Meat
May 18, 2009
3
1
0
Ireland
>Another Pavlov's House. It's too built up. Another building that was under arty fire for ages. What's with all the little houses south of Zabs house that look untouched? Un damaged Tram cars allover the place. Hardly any shell crators to take cover in.<

yeah, I agree, the housing area south of Zab's looks sooo out of place. It is completely untouched by the constant shelling and bombing and still has washing hanging out! Looks like every house is still occupied by civilians. Stalingrad was a burnt out pile of rubble by this point.
 

Sufyan

FNG / Fresh Meat
Sep 15, 2011
301
270
0
Sweden
I think you are romanticising Stalingrad fighting a bit, and translating it to gameplay in a rather terrible way. 64 player territory mode is nuts on most maps, it is already too intense and gamey for me to feel the war game vibe. I think you are reading too much and too literally into dramatic descriptions of the battle of Stalingrad and you're envisioning a neverending clusterf***.
 

Sickerthansars

FNG / Fresh Meat
Sep 17, 2011
44
26
0
A lot of maps are missing enough destruction.

Take Grain Elevator for example. How can a building that was under constant arty fire still have a fire escape on the side of it? All the little houses around it should be just rubble.

I kind of understand why they would have it this way though.


Another Pavlov's House. It's too built up. Another building that was under arty fire for ages. What's with all the little houses south of Zabs house that look untouched? Un damaged Tram cars allover the place. Hardly any shell crators to take cover in.

And that weird yellowly look it has to it. Doesn't look like Stalingrad.
Looks more like Greece after an Earthquake.

given that the soviets can easily spawn camp the entire german team and deny them even the first cap with ease i don't see a problem with the fire escape, especially given how easy it is to simply pop germans trying to come in with a pair of people guarding it.

would be nice if they added the open sights field guns the germans were using on the grain elevator instead of just the random artillery rounds that hit it, then it might actually be a challenging map to play on as the soviet side.

As it is right now you can be semi afk soviet side and still keep axis team from getting the first or second caps.

you also have to remember they already had to remove stuff from maps because too many people's machines couldn't handle it.
 

nebsif

FNG / Fresh Meat
Apr 12, 2011
371
298
0
I imagined i'd crawl between rubble and creep in ruined buildings, be able to flank and sneak etc etc, but all I can do is rush the flag or hug the "tunnel" edges, only forward or backward with no left or right.
If anything, RO2 feels like playing Op.Metro in Rush mode, thanks to how maps are built, the advancing protected areas, and the lockdowns. :(

The maps keep funneling you to the same area every single time you play, and every round plays completely the same, and it just doesnt feel like urban combat..
No sneaking, no flanking from that street or another, just fighting over the same few houses every goddamn round time and time again. You either snipe from a spawn house or rush straight forward to the cap.

Just open the map at barracks, seems quite big and full of houses, but noo lets add silly road blocks and limit the gameplay to TWO HOUSES, or add invis walls on some of the Fallen Fighter's houses so people wont creep inside and use all the buildings spawns aka sniper dens forcing the good gents that work for objectives get raped as they fight for a few trenches and fences w/ no real way to fight back.

I mean, its a 64p game, yet the maps are as narrow and small as RO1 maps that were designed for 32(?), smaller than BC2 with its 24/32 (console/pc) and wayy smaller and restricting than BF3 with 64..
 
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Squad Leader

FNG / Fresh Meat
Sep 26, 2011
167
56
0
The OP is not a troll but the premise to his post is bogus, because there were front lines in Stalingrad. Men just didn't run randomly everywhere and try and capture the flag at building B. They had a normal system of supply and all that. Stalingrad was immensely savage compared to previous fighting because of the close quarters and fighting for every house and cellar. Even though the Germans had them outclassed the Russians were very good at maneuvering at night and using the sewers system to assault from unobvious directions. The Russians were well fortified in the bombed-out city and the Germans had a particularly hard time of flushing them out of the fortified cellars. The Russians also used remote demo charges so if the Germans did take a building they ended up dying from it anyways. German sappers had to find the demolition cord and cut it first. Not an easy task. End of class.
 
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kalv

FNG / Fresh Meat
Sep 21, 2011
12
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I like this idea a lot. They should create another mode with just 1 section of the map for a more intense fight.
 
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