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Level Design [Preview] RO-Berezina

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Played around for a while last night during spawn testing and I've got to say fantastic effort Slyk. For those of you that have played Barbarrosa or Smolensk from the COD/UO world, this map is even more epic. This is the type of map that makes you wish the engine could handle 64 players. The fighting is concentrated though so you'll never be missing the action. This will definitely be a map that requires teamwork but it will be so much fun to play on with a full server. I'm amazed at what you and Drecks have been able to make on your first maps with new tools.
 
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"Berezina" Fly-over video

"Berezina" Fly-over video

Stage 2 of map hype: fly-over videos. :)

Stage 1 was forum whoring, by the way. The following video is the better part of 30 megs. Yes, 30. It is run at 1.5x normal speed as normal was just too slow and 2x was too difficult to control the spec cam. You miss a good 30% of the map, mainly the southern sections as I tried to encompass the main battle areas. I follow the middle path most of the way through, loop over the river defenses and come back up the north end of the map back to the initial contact area.

This is STILL a work in progress. Commentary on "more cover" and the like are not so necessary. There will be noticable changes between now and next Friday (tenative Beta1 goal). Anyone interested in helping with full-battle alpha testing should check the forums at: http://www.after-hourz.com/forum for dates/times. You MUST be on our TeamSpeak server, however as it will be password protected etc.

Enjoy:
http://www.after-hourz.com/misc/slyk/ro/BerezinaFlyOver1_0001.zip
 
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Slyk said:
Stage 2 of map hype: fly-over videos. :)

Stage 1 was forum whoring, by the way. The following video is the better part of 30 megs. Yes, 30. It is run at 1.5x normal speed as normal was just too slow and 2x was too difficult to control the spec cam. You miss a good 30% of the map, mainly the southern sections as I tried to encompass the main battle areas. I follow the middle path most of the way through, loop over the river defenses and come back up the north end of the map back to the initial contact area.

This is STILL a work in progress. Commentary on "more cover" and the like are not so necessary. There will be noticable changes between now and next Friday (tenative Beta1 goal). Anyone interested in helping with full-battle alpha testing should check the forums at: http://www.after-hourz.com/forum for dates/times. You MUST be on our TeamSpeak server, however as it will be password protected etc.

Enjoy:
http://www.after-hourz.com/misc/slyk/ro/BerezinaFlyOver1_0001.zip

Nice. I love the scale of this map.
 
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Britney Federline said:
Mmmm...Berezina porn videos....

I googled Berezina and this was one of the top pics :eek:

berezina11tn2.jpg
 
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Slyk said:
Ok, already. I'll go with higher reinforcement numbers. The tanks are going to be limited though. Mostly what it is set for now is: 2 tanks per German spawn zone, 1 spawns one time, the other two times. Halftracks both spawn two times. That is it. If you advance without using all the prior zone tanks, someone needs to run back and bring them up. I want the armor to be a support weapon. Used smart. Not flung into the fire to fend for itself. Maybe it will work, maybe not. IF I need to increase numbers, I will but I would rather make guys 'think' about how to use their resources. Infantry = hamburger on this one. Regardless of how you play it, you are going to die a lot.

Beta1: My goal is to release it the day before the free demo period starts. Might as well take advantage of the free exposure and perhaps it will help bring some more CoD players to RO. I can hope so. My issue now is spawn coordination with trying to do the two-flank option. It's complicated and the solutions I am considering will make even more complex scenarios. That translates into TIME. Please be patient.

Other: Preview movie coming within 72 hours.

I'm really looking forward for the map. Your presentation is top notch :) Finally we're going to have a "real" combined arms map.
 
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Just a quick update:

- First hard alpha battle test proved that monkeys will wrench up your complex spawn/objective system. IF it can be broken, they find a way. Imaginative bastards! :)
- Tweaking some spawn locations, adding more cover for them.
- Most likely forced to ditch the limited tank respawns, sadly. I will still enforce limited active vehicles though, but increase the number of respawns. Also cutting tanker roles from 6 to 4 on the Russian side, remaining at 6 for Germans.
- May reduce PTRD role from 2 to 1 as well.
- Rebuilding the entire 2nd Defense Line trench works. Tried a second terraininfo, getting too many crashes though so back to more old-school brushwork. What is present is mostly done with subtractions. They are out.
- Adding some more cover for infantry to protect them from long range fire (mainly trees that offer foliage cover at long range).
- Resetting the capable objectives to ONLY the village and AT gun. Redoing the MoM from scratch.

Beta1 date pushed back at least a week. Suddenly busy home life this week and too many technical issues to rush this out the door. Sorry. I want Beta1 as solid as possible and it is just not there.
 
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Thanks, Heinz. Still reworking some stuff. Update:

- For now, dropping the two flanks. WAY complicated to coordinate the spawns and objectives and who spawns where when. I worked out a system that would require between 16 and 20 spawn locations...just for the Russians. It requires a lot of co-dependencies and solos. VERY messy but doable.
- Adding some underground bunker/tunnel works to the main trench system on the 2nd Defense Line. They will open out to the main village area and provide the infantry with covered access through that ridge line. For both teams. Get your grenades and SMGs ready.
- Dropping two objectives for beta1...see above for the reason. Spawns. Looking at 9 objectives. Removing the "2nd Line North" and "North Farm" for now. Some additional landscape additions will make the north flank a very desirable route for the Germans and as such, the Russians will want to invest in some stopping power there.
- Beta1 as soon as I can clean it up. The changes above are taking a LOT of work, in addition to totally overhauling most of the trench systems.
- Detailing/furnishing of the houses is NOT a top priority. I will get to it when I do, probably not beta1 as it has no effect on gameplay.
- Bots.. Eh. Again, I will get to that when I do. BIG map. Bots will eat a lot of resources so they go in later. They will be added, when is the issue.
 
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UPDATE: August 6

UPDATE: August 6

'Berezina' is going into final Alpha testing. I expect a beta this week, closer to Friday.

In the meantime, a few new screenshots. I totally reworked the second and river trench defenses. There is now a small tunnel system under the center ridge at the 2nd Defense Line. It features three entries, marked in the first image below. Two sets of tunnels meet mid-way at a central room, with one exit to the village side. The exit/entry is pictured further below. I have thought of adding a second exit/entry point and will consider that after some more heavy play and feedback. The "two flank" option has been shelved for now. I will be working from time to time on that spawn logic to try and implement that feature but at this time, I need too many hours and too much input from some developers <wink> <wink>.

I like the changes, as they are now. I will remain open to all thoughtful beta input and weigh that for each update. Now to the new images:

Looking down on the center and south trenchworks of the '2nd Defense Line'. Tunnel entry/exits are marked..
Shot00035.jpg


Looking back toward the 'Collective' and '1st Defense Line'...
Shot00036.jpg


A look inside one tunnel entry (edited brightness/contrast for posting)...
Shot00037.jpg


Tunnel entry/exit on the village side (brightness/contrast edited)...

Shot00038.jpg


Another look from the village side toward the tunnel (brightness/contrast edited)...
Shot00039.jpg


A look over the main village. What thoughts are there on 'what' should be the cap zone?? Current cap zone indicated, roughly...
Shot00040.jpg
 
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