[MAP-WIP] Stalingradkessel

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Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
That's because the Russians can blow open a number of doors.
I know that Mike, but what i meant was that the engineers with automatic weapons are supposed to make up for the lack of assault class on the Allied side, the difference is that engineers don't have nades,although that probably doesn't matter too much, since its very hard for the Allies to make it past the Warehouse anyway.
 

fmc'Attila

FNG / Fresh Meat
Mar 10, 2012
135
2
0
Well there's been a lot of report lately, so I will try to answer some of them. About the cap zones after the warehouses, it is clear that at the moment the map is really hard to win in russian because the map don't play like on RO1.

To correct this I choosed to move back the second axis spawn ( or I could advance the russian spawn, we will see ingame :eek:). About the assault class, yeah I choose to only put engineers to prevent a russian onslaught of ppsh rushing through the map.

The real matter seems to be the lighting, I would like to keep this feeling of cold winter morning the lighting give, so i will see what i can do with this light (and if it's still to dark i wil change).
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
About the assault class, yeah I choose to only put engineers to prevent a russian onslaught of ppsh rushing through the map.

If testing over time proves to be very difficult for the Russians to win, might I then suggest a few Assault classes.

Looking forward to the next time of playing!
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
If testing over time proves to be very difficult for the Russians to win, might I then suggest a few Assault classes.

Looking forward to the next time of playing!
Not only that, but if you cap the warehouse and are caught in the railyard when the Axis retake the warehouse you are then in a spawn zone and have to get out or die.
 

Rabid Penguin

FNG / Fresh Meat
Sep 6, 2007
770
135
0
Ipswich, Queensland, Australia
Haven't had time to read all the comments on this thread, so apologies if it's been said. Good work with the map design, although it's terribly axis-biased. I've played this game about half a dozen times and have never seen the Russians cap further than A. At the very least make A un-recappable, or this will become a server killer IMO.
 

LordKhaine

FNG / Fresh Meat
Dec 19, 2005
1,008
120
0
UK
Six rounds I've played on this map and every single time it has ended with the Russians only in possession of A. Which needless to say is not an ideal situation balance wise.

It looks good, and it's an accurate remake of the original. But unfortunately it's too accurate a remake. It has inherited the flaws of the original as well.
 

Evil 127

FNG / Fresh Meat
Sep 10, 2011
46
14
0
I agree with the two posts right above.

It is very hard to win while playing Russian.

i've played the map about 30 times, with 25 times playing Russians, and it takes :

1. Awesome engineer work, and fast destruction of B / C entrances

2. Great organization from Russians, who have to hold A while spreading towards B or C (or both but it gets even harder).

In the end, out of approx. 30 rounds, Fritz won 29 times :eek:.

And if the guys playing Russian and who took engineers are either not good or just took the role for the SMG, then it's over for the Russians.


I was thinking indeed of moving the Russian spwan closer to A when they capture it, or make A un-recappable for Axis, or maybe put more cover in the large street you have to cross to go to B from Russian spawn.
Currently, without smoke it's impossible to get there without getting shot if germans are looking, and even with smoke it's very hard.

Good job bro anyway, and keep it up, with more balance the map will be awesome.

Still, love the challenge of playing Russians, but you need tough guys in your team to win.
 

SQBsam

FNG / Fresh Meat
Oct 7, 2010
895
86
0
Australia
The entire Aussie server was begging for a map change at the end of our first round on this, to the point where we skipped the second.

The problem was, it seemed like the Russian spawn never moved up, or the Germans never got moved back or somesuch. Germans were consistently able to recap A and B, no reinforcements from the Russian side could even make it into the objectives for longer than 10 seconds.

Gotta say, it doesn't port well. I think the reason is the accuracy of the guns, the fact we can pop off headshots at such long ranges so quickly. I went back to Ostfront to test this theory and was shocked at how damn hard it was to shoot enemies without any zoom!
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
The Allied spawn does move up to the warehouse,but only after you capture A+B, but that's very hard if not impossible to do,and even at that the Assembly hall is still re-cappable and if the Axis re-cap that, the Allies spawn then moves back to its original position at spawn 1
Once the Allies cap A+B+C, the spawn moves to spawn 3 which is inside the Assembly hall,and nothing is re-cappable.

The Warehouses (A) need to be locked down after it has been capped, the Allies need to have the Assault class added, their also needs to be more cover in the back of the alleyway between the first two cap zones, or the Allies will never make it across the open ground to cap B.

Edit: oh and nearly forgot,once the Allies have capped the first 3 obj., the Assembly hall is not fully covered by the spawn protection zone,the room to the right of the Allied spawn point(with the ammodump in it) is not covered.
 
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Rak

FNG / Fresh Meat
Nov 23, 2005
3,539
677
0
33
D
And...... full weapons load-outs..... let the players Choose. That alone can be a make/break situation.

I say let the mapper tailor the gameplay for his map. Standart TWI loadout is hardly balanced as is.
 

Giuliano

FNG / Fresh Meat
Sep 6, 2011
727
16
0
29
Played it on the classic server a few nights ago. Look virtually identical to the original aside from the fact that its bigger, which is definately a good thing. My only complaint is that everything is too clean. Definately needs more debris and destruction. Otherwise, its a fantastic map. Thank you.
 

Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
1,021
0
29
Porto Alegre, RS
Played it on the classic server a few nights ago. Look virtually identical to the original aside from the fact that its bigger, which is definately a good thing. My only complaint is that everything is too clean. Definately needs more debris and destruction. Otherwise, its a fantastic map. Thank you.
That's basically my only complain about the map. A lot of textures are a bit low res, and in some parts of the map it feels like it's UE2 and not UE3. Could use some more detail. Still, this is a minor thing for me, as I don't care much about graphics.
 

CocaineInMyBrain

FNG / Fresh Meat
Sep 8, 2011
1,131
40
0
Definitely a slaughter for the Russians, much like the original; slightly more so because the Russians in this case have nearly no automatic weapons. As many have stated above I have never seen Russians cap past A (without the Germans feeling pity and abandoning B). And this is on the 40 - 1 Classic server with many familiar forum faces, whom I know are very good players and there was always persistent teamwork in the rounds I played.

Sadly in this state the Germans cake-walk this no matter what. Hilarious thing, we had a German assault trooper -who just suicide charged for kills the entire round- insist that we "just didn't know how to use cover" when someone mentioned the obvious imbalance on this map. :p
 

I. Kant

FNG / Fresh Meat
Apr 9, 2007
1,516
286
0
On Classic mode currently this is a terrible, terrible map. In fact it's playing right now, but I chose to go afk from the game to write this, because it would have been wasted time anyway to have stayed in the game.

A need to be locked down and not recappable once capped. Spawn should change after A is taken (either Germans further out, or Soviets closer in).

Edit: Oh, I'd cut the random arty. It's more annoying than RO1, because in RO1 lethality was a tad lower: with no zoom you had a more tangible chance of getting into objectives alive. Now, when you do somehow manage to get to an objective, get a nice flanking position, or something - bam, you've been arbitrarily blasted into oblivion. For the love of God, get rid of it, or I'll be billing you my divorce costs when my wife finally stops tolerating my gaming habit due to me screaming obscenities. Yes.

That right there and we can perhaps begin to think about balancing this map.

I haven't played it in Realism, maybe with spawn on Spawn Leader it's better, but in Classic it's absolutely unplayable.
 
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Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Well in realism it isn't any better. Slaughter on Allies. When they cap the Warehouse I thought it would get better. But as the spawn won't move until you have the Assemblyhall or North railyard chances are you end up in a fight to leave the spawnarea.

Axis spawn about the same distance to the Warehouse and very close to the North railyard and Assemblyhall.