[MAP-WIP] Stalingradkessel

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LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
I'll weigh in with everyone else, the best I've seen managed is for Allies to cap A & B, but not hold it for more than a couple of minutes. Usually, A just goes back and forth the entire round.

Axis is able to move close enough to the Allied spawn and to snipe out of the warehouse to make it difficult to get out, get across the street, etc. Germans are hard to pick out, I'm often firing at nothing more than muzzle flashes. Arty nukes you if you flank or get up on the roof to snipe and try to hold the Germans back. I haven't played Axis, but it seems as if they have better lines of fire and therefore aren't pressured as they move up to areas of combat, while Allies often are.

I don't mind a challenge and I've played on servers with good teamwork, so I can't blame the players, but it's just a grinder.
 

AR!ZONA

FNG / Fresh Meat
b3stalin700.jpg


Stalingrad Kessel version B3
is available in download on our FTP
Thanks to Attila who improves from day to day this mythical map for our most great pleasure :D

We want also to thank all the RO2 community for the information feedback on the technical or graphic felt of the map
We look forward to your impressions on this version B3 then do not hesitate to leave a comment after your test
You will find below the link for download of the Client and Server b3 versions (is the change log) :


Postscript: sorry for the double post :( I have a doubt about the location :rolleyes:
http://forums.tripwireinteractive.com/showthread.php?p=1146246#post1146246


 
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LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
A big improvement (visually too), gameplay is much more balanced and interesting. Thanks much!
 

®omano

Grizzled Veteran
May 14, 2009
4,196
218
63
France
www.hellsoldiers.tk
I hope you will have no problem to upload it from the SDK (tools/Upload to workshop) see the wiki here: http://wiki.tripwireinteractive.com/index.php/Red_Orchestra_2_Steam_Workshop


I have a problem with this workshop, My upload is 'successful' but no file is uploaded.. tried a lot of different procedure to upload it, nothing worked. Tell us how good or how bad is the workshop upload for you :D


Waiting for the recooked map :)
 

fmc'Attila

FNG / Fresh Meat
Mar 10, 2012
135
2
0
I've just put the map on steam Workshop :) (tell if there is any problem with the props or anything like that).
 

fmc'Attila

FNG / Fresh Meat
Mar 10, 2012
135
2
0
The props can be found on the fmc website, by downloading the server files. Next update I will upload it on steam workshop with the .roe and the .props.
 

fmc'Attila

FNG / Fresh Meat
Mar 10, 2012
135
2
0
The new update of the map have both .roe and props on the workshop, it should solve some connecting problems.
 

Verluste

FNG / Fresh Meat
Sep 3, 2011
978
460
0
www.youtube.com
I like the buildings being open, gives a real nice touch to it.
I also like the lighting. Gritty and dirty.

Only, I have yet to see B and C fall in the hands of russians. I have never seen it happen.

I dont know if its mapdesign or just the average RO2 player that NEVER plays for the objective, but rather camps in A or in and below the frontleft building near RU spawn...thinking he is some l33t vassili zaitsev.

Now RO1-mapversion had this problem too, but I wonder if it's worse in RO2...
 
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fmc'Attila

FNG / Fresh Meat
Mar 10, 2012
135
2
0
Yeah, russians still seems to have a hard time there, i have some ideas to help them but i must be careful not to completely reverse the difficulty :).
 

Verluste

FNG / Fresh Meat
Sep 3, 2011
978
460
0
www.youtube.com
I've seen B and C get capped, but never for very long it seemed.
Do A and B not lockup for germans when (or if) capped, like in RO1? Hell, I dont even know if spawns move up if A and B are capped! xD

Yeah, russians still seems to have a hard time there, i have some ideas to help them but i must be careful not to completely reverse the difficulty :).
Is the axis-allies reinf ratio the same as in RO1?
 
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fmc'Attila

FNG / Fresh Meat
Mar 10, 2012
135
2
0
Do A and B not lockup for germans when (or if) capped, like in RO1? Hell, I dont even know if spawns move up if A and B are capped! xD

It goes like this :

if A is capped by russians, german spawn is moved back (inside the new spawn zone in the building near D),the russian spawn is moved up in the destroyed house near their first spawn (20-30 meter ahead).

if B or C is capped, A is locked, and the russians spawn are moved to A (if B is capped the russians spawn will be different than if it's the C which is capped), but the germans spawn only moves if the C is capped.

Of course if the germans capture A back (before the russians have B or C), then the spawn move to their first location.