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Beta Map [Map] TE-Provkhoy beta

Le0

Grizzled Veteran
Sep 20, 2011
638
119
Neuchatel, Switzerland
OOXEP.png

TE-Provkhoy : Beta 2

Added links for beta 2A (Recooked for Classic) download to this post

So I'm finally ready to release the beta for Provkhoy, I hope you guys will enjoy it!
There are still things to test and probably change like spawn points and cover. Most buildings are still pretty empty but I'd like to be sure of the layout before starting to add detail.

The map supports bots and it should work but there are still some stubborn ones that keep getting stuck I'll have to look into it.
Cover nodes have been set-up in most places but not everywhere yet.
I'll also have to work on the minimap, I'm having a hard time making it look not stretched.

Feel free to post here any bugs, suggestions or critics you might have. This is a work in progress and I'd like to improve it so every comments help.

I'd also like to thank Zero of The Old Gits army for helping me test the redirect on his server.

Map info:
Here are the current settings of the map:

  • Gametype : Territory
  • Time limit: 20min
  • Reinforcements: 300
  • Type : Infantry only
  • Objectives :
    • A. Water Tower
    • B. Workshop
    • C. School
    • D. Loading Bay
    • E. Station


Screenshots:

Spoiler!


Download:

TE-Provkhoy : Player Files : Version Beta2a

TE-Provkhoy : Server Files : Version Beta2a

Changelogs:
Version Beta2a (19/06/2012) :
  • Changed roles to use the new feature
  • Tweaked the lighting
  • Updated Skydome a little
  • Rebuilt lighting in production settings

Version Beta2 (19/02/2012) :
  • Changed water tower to wood so the wall can be shot through
  • Adjusted lighting to be less bright overall
  • Added some additional cover nodes
  • Added more covers for the Axis advance on the first objective
  • Optimized the map (Cull Distance volume)
  • Corrected the bug that prevented any object from being destroyed (most of the barricade can be destroyed by satchel/arty)
  • Imporved indoors lighting
  • Adjusted a few Soviet spawns to not be so close to the objective
  • Changed last Soviet spawn location
  • Fixed artillery not being fired
  • Enlarged a few objective capture zone
  • Increased numberof Fixed MG spawn
  • Changed role composition (-1 Engineer, +2 Assault, +1 Elite Rifleman)
  • Redid minimap (still need work)
  • Lowered grass density and size
  • Fixed a few spawn protection/no artillery zone
  • Added more details around the map

Version Beta1 (03/02/2012) :
  • Initial release
 
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FR [8FFS] server

FR [8FFS] server

HA, the tracked vehicles on the train look like British Bren carriers.

So what server is that peumobil?

fr[8FFS] is our server where already are last versions of Butovo and Ogledow (with the famous mutator ) .

i'll test this one too . nice and friendly job , thanks a lot !

[8FFS]Vitzouille
 
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fr[8FFS] is our server where already are last versions of Butovo and Ogledow (with the famous mutator ) .

i'll test this one too . nice and friendly job , thanks a lot !

[8FFS]Vitzouille

Yes I played a bit, thanks.

Had loads of fun. I got my *** handed to me. I only played for about 5 minutes, and only got one kill. But still great map from what I saw. It has good range and close quarter style fighting.

The FPS was ok, but like i said I was only on for 5 minutes.
 
Upvote 0
Firstly, this map is beautiful and has clearly had a lot of work done on it. Great job Le0! :)

Some early feedback - but check the following thread for updates from TOGA members:
http://www.theoldgitsarmy.co.uk/forums/showthread.php?6007-Provkhoy-Beta-1-Testing-Feedback-Thread

1) Missing texture from rear of station objective
provb1_1.jpg



2) The last allies spawn behind the station objective only has front doors. Could possibly do with a rear door and some cover as it's quite hard to get away from there
provb1_2.jpg



3)
There is a blocking volume that stops you walking close to the walls
provb1_3.jpg



4) The ammo supply crates could do with a blocking volume around them as you can get stuck in them when you walk on top
provb1_4.jpg



5) A number of trenches and most of the fences are requiring mantle markers
provb1_5.jpg



6) You get quite a low fps drop when looking directly down the train track towards the large buildings.

7) Did you leave the Assault Squad out on purpose?


I think some people spotted issues with Arty/Mortar not hitting, and a spawn point problem at Axis 1st spawn, but they can document those down.

The map is really, really nicely done and I can't wait to get this on our main server :)
 
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Reactions: shadowmoses
Upvote 0
The FPS issues are clear and you need to dive into optimization mode.
As for now I think it will be unplayable.

At this moment all the meshes get rendered no matter wher you are.
You could set a max draw distance for example. Or use the culldistancevolume for that.

For the drawdistance take a look in the stockmaps.
Go to the meshproperties then maxdrawdistance.
I added two attachments with some explenation on drawdistance.

Same for the decolayer. Your grass seems to be rendered from any position.
Add some settings there to. More on decolayers here

http://www.hourences.com/tutorials-decofoliage/

There is more to read on optimization here.

http://evilmrfrank.com/Optimizing.html

If I talked poo about the maxdrawdistance i hope a Dev can clear this.

Succes !

Drecks
 

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A lot of different textures on the buildings, in my opinion you should use one type of color/building.
I felt that the various parts of the map do not match together.
Like each part were taken from the different puzzle box.
I like that map is huge this is nice!

Maybe also you will take into consideration the colors on the map, for me to be honest there is too much colors and a bit too bright.
Too idyllic :)

It also looks weak, there's no other solution for "the end of the map"?

Spoiler!


I hope that was not rude for you, I really appreciate your work this is why I tell you how I felt when I played your map, becouse I want play it! :)
 
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I disagree with the guys who dislike the colours and lighting. Also FPS is not that bad...

Sometimes I want to fight my battles on clear sunny days!

As for gameplay, the few rounds I played as germans I thought there wasnt enough cover at the begining to assault the water tower.

Germans got cut to peices and most of the fight was done for the tower (90%). maybe more tanks to run between on the approach.

Germans won once by sitting back sniping all the russian reinforcements to 0 then just walking into the cap zones.

Maybe making Cap A easier to take would push the battle more to the middle of the map.

Seems so difficult to kill the people who shoot out of water tower windows.

Tower also looks over a german spawn.

But I havent had much time as a russian yet, so not sure what the problems on this side would be.

What i like

Love the features on the flanks. the bunker and radio cover on the right near C is awesome.
Love the tent with radio in under the bridge... nice touch!
Love the size of map.
the way it is set out is awesome, would have loved to have a firefight over the station but never got close to it. it looked awsome tho
 
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