Steam workshop version doesn't download. But that's probably because of the ****ty system they have for this game.
Hmm, I tested it earlier and it worked
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Steam workshop version doesn't download. But that's probably because of the ****ty system they have for this game.
Hey nymets, just some quick preliminary things for B3.
Would it be possible to not use these bushes moving forward? Namely the issue is there bulletproof-ness, which may be why you included it for cover on the approach; however, it's kind of absurd to expect that kind of protection from a bush let alone it's very odd cylindrical hitbox that isn't very intuitive (leading to confusion and frustration). Maybe something to replace it? I recall DH-Hill400 used dragon's teeth a bunch. (Anti-tank fortification)
Also more riflemen roles please! I realize it seems enough as most people use other weapons anyways or namely just never enough people to actually utilize all of it but it's just something from RO1/DH we in the 29th enjoyed, that being infinite riflemen for use when organizing things. (Like ~32 riflemen for each team would be great)
The second request is more of a thing moving forward in general for mapping, I hope its not too much a bother!
Why not add to your mutator the bUnlimitedRoles=true , fairly sure that would fix your situation rather than a map edit.Hey nymets, just some quick preliminary things for B3.
Also more riflemen roles please! I realize it seems enough as most people use other weapons anyways or namely just never enough people to actually utilize all of it but it's just something from RO1/DH we in the 29th enjoyed, that being infinite riflemen for use when organizing things. (Like ~32 riflemen for each team would be great)
idiotic nonsense
Well, maybe you could help with something.
At the moment I think the transition between C and D caps feel a bit off, they slightly overlap and the flow seems to go underground and then overground (wombling free) which does not really match the way the map seems to be a largely single directional push. Maybe a cap above ground and below ground for where C is and then a final cap beyond where D is located as the Americans now have the hill and they have to hold it kind of feel?
This guy seems to be a design expert. What does he think?
Just shut your ****ing mouth, idiot. Make your own mod and your own maps if you dont like something. We all saw in hell your "criticism"
i have 16 yers and no understending of punctutation..., also dis map is crap listen to me i am prfoi gemer make map gooder if u want player olol jus critic
Theone
instead of ignore the critics and say "aqhhh it looks fantastic, c ant wait to Play it " and all the other bull**** say what it s crap, and the maps are CRAP and to fix all the bugs etc, it ll take years, perhaps you ll fixed it when RO7 is released when you blame the critics morrons... But it s your freetime you waste with w... happy working for 10 or 15 Players, i wish you the best...
Theone
So this map starts right where in the original is the hill already at objective B or two? I always loved trying to get from the town, and than trying to cross the field, too bad it's not in this version of the map, that was my favorite part.
The attack lasted an hour. Germans fled from the hill, but it was only half way to victory. Rangers but received a lot of casualties, however, were trying to dig on the acquired area. But it was not so easy, because the whole hill was covered with slippery slate. Everywhere bothered stones and roots of trees. The best protection were fallen trees and craters artillery