What's with the uniforms? Is it historically documented that the Russian uniforms were so dirty they looked almost the same as the Germans'?
And kudos to Hobo if it's really modeled just like the real thing... musta taken a lot of work. (was there really a dug in panther?)
This is the particular Panther I based the one in my map on, though I have photographs of other dug-in Panther emplacements within Berlin. With this one you'll notice for instance the shells around the turret (I didn't add too many to the map because of performance). The bricks were also dropped for performance reasons.
The amount of spent shells should be able to attest to the longevity of these things as well.
In regard to the Russian uniforms, I did my research to find an appropriate color and then darkened it so that it would fit with the overall scheme of the map. Originally (as was posted in the Preview thread in Level Design), the Allies were set to have dark tan uniforms, yet further research revealed to me that the green M43 uniforms were in greater circulation by 1945.
The only important opinion is your own. If you like the map, if you have accomplished what you set out to do, then that is all that matters. There will always be pros/cons for each map and many elements of the map. I've said it before about my own work, if people don't like it they don't have to rotate it nor play it.
Every mapper should be able to say "this" is my best work, "this" my worst, and should be able to point out all the weaknesses and strengths of each.
I think some reason gets lost in many posts as people are either way too complimentary or overly critical of certain projects for whatever reason. I can think of three or so maps that are utter crap, in my opinion, yet were carried around on the shoulders of dozens while they cried out how "perfect" it was. To each their own. Main thing, love what you are doing and do it for that reason. Just don't get too over or underwhelmed by community response to leave the level short in some manner that makes it less than what it might become.
A master mapper tells it like it is.
If I receive compliments when my map is meeting my expectations, I consider it a job well done. When it comes to criticism, I rely a lot of self-criticism to get the job done and I can be very hard on myself there, never quite fully pleased with what it is I've put out but seeing that players enjoy it is always reassuring. I won't give in to a lot of the detractors because, as aforementioned, I have a philosophy that I intend to stick with. Ultimately, I will work toward my vision of completeness and pick up community feedback along the way, because people are apt to pick up on things I may miss and hope to correct.
Also bring Teufelhund out of the dungeon, I need some code help.
EvilHobo, great map I did not know you made it. It is in fact Beta 2 not 4 as I posted earlier. Some things to consider for the next version:
1) Instead of the Krauts running around for fausts in different rooms, put a stock pile in back of the fighting front line. A stock pile close to the spawn area IMO would be more realistic. Most all infantry had panzerfausts during the battle of Berlin. Limit 1 faust per infantryman except for the tank hunter class of course.
2) Also, they need ammo resupply. During many firefights I ran out of ammo and had to scavenge for a dropped weapon instead of falling back and resuppling. This is why I like the map so much. I would not be killed for 10-15 minute intervals and had to conserve my ammo.
3) Sniper class for the Germans.
4) One of the PAK cannons was in a spot that it was not stratigically beneficial for the Germans. The left one of the two before the bridge I think it was.
5) Any way to increase sight distance and get rid of the fog?
It's my favorite map so far, keep up the good work!
Going to tackle this point-by-point:
1. I prefer to have it be such that players have Panzerfausts be spread out, though the most you can expect in terms of a "cache" is two fausts close to one another. Originally (In Beta 1) you might have seen four fausts together. The issue that came up here was that the Axis had quick and easy access to a fairly large amount of Panzerfausts that respawned as fast if not faster than the Soviet tanks themselves, leading to an overabundance of the weapons. As it is now, it should encourage players to spread out within cap zones in order to be able to hold the various faust spawns as well as to form small strongpoints closer to the front line where they can cause for delaying actions against Soviet armor.
2. Good! That was the intent. My goal was to create a feeling of desperation, as if you started to run low on ammo, that was it. Adds a bit of a survival element to things, where you need to pick your shots wisely. This happens to me most at the Moltke Bridge as a rifleman defending, and I find myself looting ammunition off of corpses or trying to find a precious Luger to defend myself against a Soviet who I can steal a weapon from. At this point in the battle, ammo for the Axis was scarce, and I wanted to recreate this feeling.
3. If you read the threads in Level Design you would understand I have absolutely no intents whatsoever of adding a sniper class for the Axis. I feel that the removal of smoke and snipers makes for a more challenging map, making players rely on their iron sights or communication to determine and eliminate enemy positions. For Beta 3 the Axis will probably receive a spotter class (Rifleman + Binoculars, no grenades), for players who want to hold back and help the Machine Gunners.
4. I don't consider that a bad spot, I saw that gun take out tank after tank previously.
5. The fog distance threshold is at approximately 350+ meters, and most of the streets are 120-200m in length. When you get out to the Bridge Area, the effect of fog becomes apparent, but here it serves as an optimization method to cull the rendering of the cityscape.
Thank you all for your feedback and support.