I've done a lot of modeling and modding for UT2004 and a few other things I had ideas on around the same time... I've even worked on a level a while back for UT2004, but have been out of the loop for a long while and feel I need to get back into designing such things.
I posted an idea for a FPS Fighting Mod and thought about working on that, but it'd be biting off more than I can chew at this stage, so perhaps I should start off a little slower and work on a map for RO2 instead, and then go from there.
One map I loved in the mod was RO-Karlovka..... it was dynamic, addictive and the winner of the round was usually determined by seconds or 1-2 players left, being very tight matches and team work being a very important role in the map to prevent getting steam rolled.
I don't remember seeing anybody working on this map for RO1..... so perhaps this is where I should start off with my map designing.
Even today I still know that map inside and out and knew the elements that made it great:
Original Map Layout:
Screenshots:
^ Bridge 1/House & RB1
^ Road Blocks 2 & 3 (Bridge 2)
^ Soviet View of Bridge 2 (RB2 & 3)
^ Farm Objective
^ I am not sure if I would increase the size of the map or add more objectives at this stage, but I'll certainly be focusing more on the details, as well as many other aspects.
It wouldn't make sense to carbon copy Karlovka, but I'll certainly be using the old map as a basis for something similar.
For those who remember, the House Objective included a large house on the right of the road, and a couple of smaller houses behind the larger one and the other across the street. I'm thinking of including a number of houses on both sides of the street past Bridge 1, so that it can be used as a bit of a death trap from both sides (more than what existed in the original map)
I would keep the death river to help with defence for the soviets, but perhaps add a small area of ice for germans to cross between the bridges, which I might even try to make destroyable by the Russians to force the Germans back to B1 and B2, but I'll see how that pans out.
The Farm would be a lot more detailed and actually look like a farm, with a decent sized, multi-floored house with a large barn & equipment to use for cover, rather than the small little hut with the small little shed that was in the original.
The Hill the Germans have by their spawn (Between B1 and B2) will have even more cover & more trees to help with advancing to the objectives. At the same time, the hill by the house that the Russians use would also have more trees and more cover to use. In the original Karlovka, to me it seemed players on the hills were almost always exposed and easy to spot.
The Ammo Cache will be similar to how it was in the original Karlovka, but I may make my own tweaks to its layout and perhaps make two floors of ammo cache to blow up, rather than just one.
The last road block will be similar to the original, but I plan on including more buildings around the area for better defence, as well as offence.
Due to all of these changes, chances are the map will be larger than the original.... I plan on adding more buildings due to the larger amount of players RO2 can support.... and while 64 players is still a little buggy on some servers, I suspect in the future that will improve.
So with a possibility of 64 players, the map will require more buildings, more cover, the tanks will be back in the game.... perhaps ensuring there are two tanks for each team.
Half-Tracks will of course be a must, as they were in the original, but I'd also include transports for the Russians as well (which they never had in the original Karlovka)
This map, while having more buildings and larger ones at that, will also still be great maps for marksman, so I might make it two marksman per team depending on how well things work out..... or keep it to just one per team.
And of course, Arty would be in the map.
And lastly, Engineers/Anti-Tank classes are a must for this map..... the Germans can't win the map without someone on their team carrying satchels and at the same time, their team needs to cover their butts as they rush the road blocks and ammo caches, thus team work is heavily required on both sides.
I would also increase the round timer to something longer than what existed in the original.... sometimes the Germans would take a good 10 minutes to break the Russian's defence at Bridge1/2 & House and even if the russians gave up, there was hardly enough time for the Germans to take the remaining objectives.... so I'll figure that out when I get there.
But I think with these changes/additions, with RO2 game physics and detail, this could be a pretty damn good map.
Whenever I find the SDK and get to play with it, I'll start to layout the map and update this thread as information/content becomes available.
I posted an idea for a FPS Fighting Mod and thought about working on that, but it'd be biting off more than I can chew at this stage, so perhaps I should start off a little slower and work on a map for RO2 instead, and then go from there.
One map I loved in the mod was RO-Karlovka..... it was dynamic, addictive and the winner of the round was usually determined by seconds or 1-2 players left, being very tight matches and team work being a very important role in the map to prevent getting steam rolled.
I don't remember seeing anybody working on this map for RO1..... so perhaps this is where I should start off with my map designing.
Even today I still know that map inside and out and knew the elements that made it great:
Original Map Layout:
Screenshots:
^ Bridge 1/House & RB1
^ Road Blocks 2 & 3 (Bridge 2)
^ Soviet View of Bridge 2 (RB2 & 3)
^ Farm Objective
^ I am not sure if I would increase the size of the map or add more objectives at this stage, but I'll certainly be focusing more on the details, as well as many other aspects.
It wouldn't make sense to carbon copy Karlovka, but I'll certainly be using the old map as a basis for something similar.
For those who remember, the House Objective included a large house on the right of the road, and a couple of smaller houses behind the larger one and the other across the street. I'm thinking of including a number of houses on both sides of the street past Bridge 1, so that it can be used as a bit of a death trap from both sides (more than what existed in the original map)
I would keep the death river to help with defence for the soviets, but perhaps add a small area of ice for germans to cross between the bridges, which I might even try to make destroyable by the Russians to force the Germans back to B1 and B2, but I'll see how that pans out.
The Farm would be a lot more detailed and actually look like a farm, with a decent sized, multi-floored house with a large barn & equipment to use for cover, rather than the small little hut with the small little shed that was in the original.
The Hill the Germans have by their spawn (Between B1 and B2) will have even more cover & more trees to help with advancing to the objectives. At the same time, the hill by the house that the Russians use would also have more trees and more cover to use. In the original Karlovka, to me it seemed players on the hills were almost always exposed and easy to spot.
The Ammo Cache will be similar to how it was in the original Karlovka, but I may make my own tweaks to its layout and perhaps make two floors of ammo cache to blow up, rather than just one.
The last road block will be similar to the original, but I plan on including more buildings around the area for better defence, as well as offence.
Due to all of these changes, chances are the map will be larger than the original.... I plan on adding more buildings due to the larger amount of players RO2 can support.... and while 64 players is still a little buggy on some servers, I suspect in the future that will improve.
So with a possibility of 64 players, the map will require more buildings, more cover, the tanks will be back in the game.... perhaps ensuring there are two tanks for each team.
Half-Tracks will of course be a must, as they were in the original, but I'd also include transports for the Russians as well (which they never had in the original Karlovka)
This map, while having more buildings and larger ones at that, will also still be great maps for marksman, so I might make it two marksman per team depending on how well things work out..... or keep it to just one per team.
And of course, Arty would be in the map.
And lastly, Engineers/Anti-Tank classes are a must for this map..... the Germans can't win the map without someone on their team carrying satchels and at the same time, their team needs to cover their butts as they rush the road blocks and ammo caches, thus team work is heavily required on both sides.
I would also increase the round timer to something longer than what existed in the original.... sometimes the Germans would take a good 10 minutes to break the Russian's defence at Bridge1/2 & House and even if the russians gave up, there was hardly enough time for the Germans to take the remaining objectives.... so I'll figure that out when I get there.
But I think with these changes/additions, with RO2 game physics and detail, this could be a pretty damn good map.
Whenever I find the SDK and get to play with it, I'll start to layout the map and update this thread as information/content becomes available.
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