Observations after first night of beta testing
Observations after first night of beta testing
Thanks to all the server admins (some of whom were at work ) who made the effort to get the map up and running for multiplayer testing. Also thanks to TW-Stratomagus (and Tripwire) for taking time to walk me through the publishing process. And of course, thanks to all the players who shot, bayonetted, and ran me over with tanks at Ogledow yesterday.
I'm on my first cup of coffee so this will be disjointed and I'll make more sense of it later, but here are some observations.
That was a great fight! Congratulations on winning the first tank battle of Ogledow RO2.
I don't want to save players time running around the map. Here's why:
My intention for this map is to create the conditions that allow new players to experience the feeling I got during the best games I played on RO. For Ogledow I think this will mean mostly bolt action rifles supporting tanks.
If you want to survive and take the objectives you'll need to figure out with your teammates how to advance with the tanks as cover. This won't be the same from game to game, since there will be different players.
I agree and am working on it. I am not a fan of using the deco grass much, it looks pretty but it gives a false sense of security, as any enemy at range sees you. It only conceals them from you, getting in the way of your shot but they can see you clearly. I want to figure out how to get some tall grass that doesn't hit performance yet conceals if you're in it.
Is the sun in your eyes?
I actually had replaced all of them with statics, but chose to return to the original. I think I will leave the farm ones alone, but some of the others might become wood fences, especially the one at Ogledow. As for needing practice modeling, uvmapping and texturing, sometime I'll show you my portfolio XD.
Observations after first night of beta testing
Thanks to all the server admins (some of whom were at work ) who made the effort to get the map up and running for multiplayer testing. Also thanks to TW-Stratomagus (and Tripwire) for taking time to walk me through the publishing process. And of course, thanks to all the players who shot, bayonetted, and ran me over with tanks at Ogledow yesterday.
I'm on my first cup of coffee so this will be disjointed and I'll make more sense of it later, but here are some observations.
The first tank v tank battle in Ogledow, RO2:
The Germans are trying to attack Ogledow. On their lead, the mighty Panzer IV lead by known commander with name of Six_Ten.
But the Soviets weren't going to be tricked by the fascists. While the infantry were sacrifying themselves to attact attention of the occupants of the motherland, the T34 tank has flanked from the left side, and with amazing knowledge of enemy tanks, commander Polshevik has destroyed the Panzer into pieces with only 2 shots, and let his team advance into the farm.
The first battle on Ogledow, won by the Red Army, 15th of December, 2011
That was a great fight! Congratulations on winning the first tank battle of Ogledow RO2.
Make squad leader spawn points, this map can work out very good with squads since there is only one spawn point for both teams, having squad leader spawn points could save a lot of time running around the map!!!
I don't want to save players time running around the map. Here's why:
Having a bit further to walk makes you more careful of your life, so the MGs can put out proper suppressive fire. The longer ranges are also just awesome as the distance itself provides protection from fire - you can actually see the weapon sway and recoil much more easily across these distances.
I forgot how it was like to run to the objectives on foot in Ost (I always waited for APC's) lol this is the pace the game needed tho. More a tactical feel to it instead of mad rushes into capzones only a few yards apart.
Thank you for not putting in additional spawn zones. Hopefully this will get us back to slower paced thoughtful gameplay, while keeping the current fast paced maps there to have a growing amount of diversity.
My intention for this map is to create the conditions that allow new players to experience the feeling I got during the best games I played on RO. For Ogledow I think this will mean mostly bolt action rifles supporting tanks.
If you want to survive and take the objectives you'll need to figure out with your teammates how to advance with the tanks as cover. This won't be the same from game to game, since there will be different players.
Really appreciated to see open map from RO:O. I hope you make it as close as original was designed.
Please increase the amount of grass and their view distance as right now on ultra grass is very sparse and appears to grow 20m infront of you. I know this is done for performance reasons but I think the range of it can be increased to 80m or so.
I agree and am working on it. I am not a fan of using the deco grass much, it looks pretty but it gives a false sense of security, as any enemy at range sees you. It only conceals them from you, getting in the way of your shot but they can see you clearly. I want to figure out how to get some tall grass that doesn't hit performance yet conceals if you're in it.
But I must say that the light is beautiful, but it seems to me that it will be hard to play with light like this.
I mean that light reduces the visibility.
Is the sun in your eyes?
Have you thought about replacing the long mid height BSP walls with something nicer? Modeling some rock walls would be good practise
I actually had replaced all of them with statics, but chose to return to the original. I think I will leave the farm ones alone, but some of the others might become wood fences, especially the one at Ogledow. As for needing practice modeling, uvmapping and texturing, sometime I'll show you my portfolio XD.
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