[MAP]TE-Rakowice

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Updated version on Steamworkshop now.

But its on hidden now....

Unfortunatly I had to remove the old version and add the new.
 
Last edited:

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
If it hasn't already been noted, on the German side I spawned in spectator mode when I selected the Tank Commander role. There were no German tankers when I selected the role, but I noticed the German tank drive off when I spawned in spectator mode.

Team tanking is currently bugged.

On Bridges, only the TL spawns, until you hit the resupply, then the crewman spawns, and the TL despawns to spectator mode.

Other maps, similar things happen.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
Team tanking is currently bugged.

On Bridges, only the TL spawns, until you hit the resupply, then the crewman spawns, and the TL despawns to spectator mode.

Other maps, similar things happen.

That's what I thought I read somewhere, but couldn't locate the thread.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Did some work on this map and planning to see what I can do with these Destroyable objectives. I love to keep them but most of the time I played them I noticed that Engineers just don't destroy them. While an entire team shout what to do they just dont get it. It might be caused by the fact that pressing M tells capture them instead of destroy them.

Another thing I noticed, but I noticed only once is that sometimes although the Objectives are destroyed and Russians hold the objectives the Hangar won't get activated. Can anyone report this ?

I could make it like when destroying the objectives will also cap them objective but they can't be capped back then. Will have to figure that out.

I could make it easy on my self and just remove the destoryable objectives.
But thats not my most prefered way to do.
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
Another thing I noticed, but I noticed only once is that sometimes although the Objectives are destroyed and Russians hold the objectives the Hangar won't get activated. Can anyone report this ?

Yes, it happened yesterday after i blew the ammo dump and then the guns, Hanger wouldn't activate.
 
Last edited:

Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
0
I could make it like when destroying the objectives will also cap them objective but they can't be capped back then. Will have to figure that out.

Isn't that the way they worked on the original Rakowice? Blow the dump and the Germans can't retake the ammo bunker, etc...

EDIT: just booted up Ostfront to see for myself. Turns out blowing the objectives does not cap the objectives, but does ensure that they cannot be retaken.

I think it's fine if destroying the objectives caps them and means they can't be retaken.
 
Last edited:

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
Did some work on this map and planning to see what I can do with these Destroyable objectives. I love to keep them but most of the time I played them I noticed that Engineers just don't destroy them. While an entire team shout what to do they just dont get it. It might be caused by the fact that pressing M tells capture them instead of destroy them.

Another thing I noticed, but I noticed only once is that sometimes although the Objectives are destroyed and Russians hold the objectives the Hangar won't get activated. Can anyone report this ?

I could make it like when destroying the objectives will also cap them objective but they can't be capped back then. Will have to figure that out.

I could make it easy on my self and just remove the destoryable objectives.
But thats not my most prefered way to do.

Seriously, the way you created it is fine. Engineers will get used to it. In fact the last few times I did play they destroyed them just nicely.

If you make destroying the objectives the same as capping them, then you just run the risk of a suicidal engineer single handedly 'capturing' the objective. That doesn't seem the best way to go about it.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Seriously, the way you created it is fine. Engineers will get used to it. In fact the last few times I did play they destroyed them just nicely.

If you make destroying the objectives the same as capping them, then you just run the risk of a suicidal engineer single handedly 'capturing' the objective. That doesn't seem the best way to go about it.

I prefer it this way to but I can't get rid of that thing you posted before. On a specific occasions the caporder won't continue. It must be somewhere in the Destroyable objective in combination with the recapable Ammobunker and Flaksite.

Its just not clear when it happens as I have played enough matches where it did not happen with various caporders. But I can't see why it happens and I can't reproduce it. TWI don't have detroyable objectives combined with recapable objectives.

Now I had peace with it when it shows its ugly face again. But I'm out of options and wasted much time to seek for a solution. I asked for some help and waiting for the answer. Until then I wil release an update soon with the destroyables as extra option to destroy for the engineer but at least it wont quits the caporder.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
TE-Rakowice update:

Changelog:

-As there was a problem which I could not solve I removed the Destroyable objectives.For some reason they caused a problem with the recapable objectives sometimes. It would stop the caporder at the Bunkers and Flaksite.
Could not figure out why and when so until I found out they are removed. Engineers can still destroy the Flak guns for bounus points.

-More reinforcements for both.

-An extra underground approach to the last objective The Controltower.

-Added delay on the spawnprotection when the 1st (Perimeter) objective is lost. In previous version Axis immidiatly had to deal with the spawnprotection. Now Axis have 15 seconds extra without a redscreen to get back to their own lines. They have a textmessage telling them to retreat. The 4th (The Hangar) objective have a similar system when lost Axis have more time to get back before the Spawnprotection comes in. A textmessage tell the Axis to retreat.

I would love to get back a spawnprotection volume with properties. Like for vehicles only.

The Files:



Probably errors will be found so bring them on.

Thanks and Merry X-Mas Drecks
 
Last edited:

Verluste

FNG / Fresh Meat
Sep 3, 2011
978
460
0
www.youtube.com
TE-Rakowice update:

Changelog:

-As there was a problem which I could not solve I removed the Destroyable objectives.For some reason they caused a problem with the recapable objectives sometimes. It would stop the caporder at the Bunkers and Flaksite.
Could not figure out why and when so until I found out they are removed. Engineers can still destroy the Flak guns for bounus points.

-More reinforcements for both.

-An extra underground approach to the last objective The Controltower.

-Added delay on the spawnprotection when the 1st (Perimeter) objective is lost. In previous version Axis immidiatly had to deal with the spawnprotection. Now Axis have 15 seconds extra without a redscreen to get back to their own lines. They have a textmessage telling them to retreat. The 4th (The Hangar) objective have a similar system when lost Axis have more time to get back before the Spawnprotection comes in. A textmessage tell the Axis to retreat.

I would love to get back a spawnprotection volume with properties. Like for vehicles only.

The Files:

Cooked PC Server

Cooked PC

Probably errors will be found so bring them on.

Thanks and Merry X-Mas Drecks
Thank you!
 

Spetz

FNG / Fresh Meat
Dec 25, 2012
246
2
0
Travelling
I played this custom map once and it was quite fun and interesting. However, I thought that it was Axis-biased with the large amount of open ground in it, which is the nature of the map. Therefore, I suggest a possible modification preventing the Axis for recapturing any objectives once captured by the Allies.

Also, I noticed that the Allies had great difficulty taking A at the start and suffered massive casualties. I think this is because the trenches are bugged.

On the second round of this map I switched from Elite Assault to Marksman as a result of a commission and I kept missing Axis on the trenches. I would repeatedly shoot their helmets and nothing happened. Noone died. I didn't get a single headshot on any Axis in A trenches with the scoped Nagant. Usually, I have no problem doing this on Mamayev.

Therefore, please look for any clipping related errors on the trenches at A for incoming bullets. As Allies, I had no difficulty shooting OUT of the trenches when I got to them with the AVT-40.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
On the second round of this map I switched from Elite Assault to Marksman as a result of a commission and I kept missing Axis on the trenches. I would repeatedly shoot their helmets and nothing happened. Noone died. I didn't get a single headshot on any Axis in A trenches with the scoped Nagant. Usually, I have no problem doing this on Mamayev.

Therefore, please look for any clipping related errors on the trenches at A for incoming bullets. As Allies, I had no difficulty shooting OUT of the trenches when I got to them with the AVT-40.

When did you played it ? recent versions got much more cover.

The trenches thing is new for me. I ususally have no problems shooting Axis in the trenches. And believe me I did ran towards these trenches more then once.

I did not do anything to the trenches then to put them in the map. So nothing to change for me with clipping relating errors.
 

Spetz

FNG / Fresh Meat
Dec 25, 2012
246
2
0
Travelling
When did you played it ? recent versions got much more cover.

The trenches thing is new for me. I ususally have no problems shooting Axis in the trenches. And believe me I did ran towards these trenches more then once.

I did not do anything to the trenches then to put them in the map. So nothing to change for me with clipping relating errors.


I played it during the free weekend, so quite recently. I have no idea which version was used on the server.

OK, maybe it was just my aim then! :) It did feel rather unusual that nothing hit at range on the trenches though. I had no problem at close range, but getting to close range was a problem! Perhaps something with the ground? Maybe I'm just completely wrong!
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
I've not had any issue with the trenches on this map with any weapon.

If Allied don't push immediately and in a coordinated way, but sit back, it's a massacre. You can't shoot your way out of that spawn...
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
People are still figuring it out, but it's playing better, Allies are making it across the map now.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
People are still figuring it out, but it's playing better, Allies are making it across the map now.

Good to hear. As I'm on nighshifts with X-Mas I could not join any game.
Like to get more info. Do people like the system I added with the delay
in the spawnprotection ?