[Map release]TE-Butovo

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Major_Day

FNG / Fresh Meat
Feb 16, 2007
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I sincerely hope he does come back and finish this map :eek:

I was only going to put the current version on my main server as I assumed the current issues would be fixed.....doh!

What issues do you mean? The only thing that annoys me about the map is "some" of the fences can't be mantled, and the bots get stuck against them, but that's a minor point,apart from that its a very good map with no major problems.
 
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[TW]Ramm-Jaeger

Tripwire Interactive President
Oct 11, 2005
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What issues do you mean? The only thing that annoys me about the map is "some" of the fences can't be mantled, and the bots get stuck against them, but that's a minor point,apart from that its a very good map with no major problems.

Most of the fences on the German side have major problems with players being able to mantle on them. This leads to mantling bottlenecks where the Russians can just target a specific location where mantling actually works and they have a mantling Germans shooting gallery. Also there are a lot of places where you should be able to cover, and can't so he needs to finish his cover pass.

The key issue here is you don't want to hamstring a map with good potential by leaving it at 60% complete. That last 30-40% is not glorious to do, but it's what separates the "ok" custom content from the "great" custom content.
 

dazman76

FNG / Fresh Meat
Aug 23, 2011
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UK / Stalingrad
Ramm - this is completely random, but I'd just like to say thanks to you and the guys for "chipping in" on these custom map threads - it's great to see TWI looking over custom content and helping out the authors :) It's very much appreciated, so please keep it up whenever possible :)
 
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[TW]Ramm-Jaeger

Tripwire Interactive President
Oct 11, 2005
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www.redorchestragame.com
Ramm - this is completely random, but I'd just like to say thanks to you and the guys for "chipping in" on these custom map threads - it's great to see TWI looking over custom content and helping out the authors :) It's very much appreciated, so please keep it up whenever possible :)

Really it's our pleasure. To us one of the most exciting things about developing games on the PC is seeing what the community comes up with using our modding tools. Also it's just really fun to play stuff for a game you've created that someone else made.
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
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Glasgow, Scotland
Most of the fences on the German side have major problems with players being able to mantle on them. This leads to mantling bottlenecks where the Russians can just target a specific location where mantling actually works and they have a mantling Germans shooting gallery. Also there are a lot of places where you should be able to cover, and can't so he needs to finish his cover pass.

The key issue here is you don't want to hamstring a map with good potential by leaving it at 60% complete. That last 30-40% is not glorious to do, but it's what separates the "ok" custom content from the "great" custom content.
Yes i take your point about not being able to cover, i had forgot about that, but once you've played the map a few times you get to know where you can't cover or mantle and tend to forget about it being a problem.
 

Andrew Blake

FNG / Fresh Meat
Dec 6, 2011
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So just played with 64 players on butovo on oldgrits server. Other than it had slow download it seems, not any problems really.

People said it was slow but stable, took about 6-7 min for about the 50 people to download it.
 

Nezzer

FNG / Fresh Meat
Feb 3, 2010
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Porto Alegre, RS
The respawn interval is your punishment for dying. Making players walk farther just isn't fun.
Well, that makes players hate dying, so that's another reason for them to avoid dying more than ever :p

Having a whole squad spawning behind the enemy lines is not fun. Also, when halftracks come out, they would a bit useless with the spawn on SL function. Perhaps you could make the halftracks as mobile spawn zones instead of the SL when they come out, like DH did. BF2 kinda did it right because the capzones were scattered across all the maps, so your teammates would also be scattered and catching up with your squad again after spawning on normal spawn zones is not as easy as in RO2.

The current RO2 maps are too small for that function to work right and Butovo isn't much bigger than the others. Look at Grain Elevator, a fantastic map, but spawning on SL and the normal spawns so close to the battle make it a run 'n gun map, with Germans spawning inside the elevator when the Russians are still defending B because the SL went sneaking behind them and started exploiting that function. I honestly think Ogledow and Butovo are better off with it disabled, creating a much slower pace than on the stock maps.
 

JayTac

FNG / Fresh Meat
Aug 29, 2011
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Well, that makes players hate dying, so that's another reason for them to avoid dying more than ever :p

Having a whole squad spawning behind the enemy lines is not fun. Also, when halftracks come out, they would a bit useless with the spawn on SL function. Perhaps you could make the halftracks as mobile spawn zones instead of the SL when they come out, like DH did. BF2 kinda did it right because the capzones were scattered across all the maps, so your teammates would also be scattered and catching up with your squad again after spawning on normal spawn zones is not as easy as in RO2.

The current RO2 maps are too small for that function to work right and Butovo isn't much bigger than the others. Look at Grain Elevator, a fantastic map, but spawning on SL and the normal spawns so close to the battle make it a run 'n gun map, with Germans spawning inside the elevator when the Russians are still defending B because the SL went sneaking behind them and started exploiting that function. I honestly think Ogledow and Butovo are better off with it disabled, creating a much slower pace than on the stock maps.


You definitely don't want this game to turn into WW2 Online where you spend more time walking than you do fighting. Even in DH you can get to the action fairly quickly, but the combat is still very methodical and tactical.
 

Polshevik

FNG / Fresh Meat
Sep 18, 2011
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open 217.163.23.217:7777
write this in the console to play Butovo with us! let's fill the server!
 

Nezzer

FNG / Fresh Meat
Feb 3, 2010
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Porto Alegre, RS
You definitely don't want this game to turn into WW2 Online where you spend more time walking than you do fighting. Even in DH you can get to the action fairly quickly, but the combat is still very methodical and tactical.
But in DH we never spawn 10m from the capzone if we are in the attacking team. I like how the mobile spawn works with some halftracks in DH after the new updates, but spawning on a specific player I don't. It depends on the maps as well. If you play Putot-en-Bessin, which is my favourite DH map, you spent a great deal of time walking to the capzone, but the entire walk is filled with tension. The spawn distance from the capzones in Ogledow is good enough for me and I think the spawns should be a bit farther from the capzones in Butovo.
 

Frostedfire

FNG / Fresh Meat
Nov 21, 2010
1,055
153
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oz
You definitely don't want this game to turn into WW2 Online where you spend more time walking than you do fighting. Even in DH you can get to the action fairly quickly, but the combat is still very methodical and tactical.

some maps maybe. most of eg the mobile-spawn maps could very quickly and easily become a jogging simulator if you had some sneaky enemy tankers or a noob :(
 

Andrew Blake

FNG / Fresh Meat
Dec 6, 2011
680
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Rekrut please add some bushes and trees at the last russian spawn. It's very easy to spawn rape it, I know because I have done it myself :D
 

®omano

Grizzled Veteran
May 14, 2009
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Yep easy spawnkillin from E to russian spawn, but russian, if they are not stupid put some smoke and it's OK ;) but if they play as lemmings, it's really easy (from russian spawn you can go safely to far left of D or far right of E, safely, but going directly to objectives without smoke from last russian spawn makes you an easy kill :p
 
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