Or I can make it plain old water without relfections which is much easier to do, and I have noone complaining that relfections are in the wrong spot?
Yeah I think the question was asked a map with IS2 v PIV's and stuff.
I am not sure if I could do Krakov 1 2 or 3 battles and give it the credit it deserves I think there is far better mappers then I for that project.
OK, finally got a chance to play a few rounds.
Overall, I do like the look of the map. I haven't explored it fully, but it is going in the right direction
I played on the Russian side, server was about half full. Because of that this is no indication on gameplay, but the Russians generally got slaughtered.
- The first objective was basically capped before I could even get there to defend it (Church?), then being on foot, I was chasing after the tanks and halftracks as they rolled by me.
- Towards the end by the rail line. The Russian spawn seemed a bit awkward off to the side. It seemed that it was taking longer for the Russians to get in position to defend (up by the 2 AT Guns) than the Germans were getting to while attacking. That is most of the time. I did manage to get their a couple of times in a UC.
- Same spawn area, as the Russians were spawning, some Germans were on the hill overlooking it (50-60 meters away?). Don't know if they killed any Russians because of any spawn protection, but it was really awkward spawning so close in full view of the Germans like that.
- When all but the last objective was taken, I found as a Russian, I had to try and run like mad to get to the bridge to try to defend it. Both times I failed to even getting within view distance of the bridge as again, the Germans got there first.
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Overall impression: Map looks nice. I definately need to play it more, but constantly racing to the objectives to defend them was a pain. At this point with my few times playing it, fixing that would be the biggest thing. As far as the Germans, I only played them on the first beta, so I can't comment.
I would have to research further all the Soviet armor employed, but realized the time frame (44' - 45') was not what was being ask for in the post. Don't sell your self short, I have seen/played your maps! They speak for themselves.
I understand this battle/map would be "epic" and I also would like to see it receive the proper attention to details in regards to game-play and historical facts and backdrop. You would definitely have to have your heart as well of plenty of time to invest into a map such as this to do it justice imo, but I believe you could more than do it and do it well ViViD.
Ok oneshot, put together a battle and the research that support it and I will review it and see how long it will take, to complete.
Just PM me, the kharkov battles were intense, and probably should be mapped. But definately for me it has to be historic in all details.
Thanks for all your comments
1. Trying to make the church a non objective for a timed spawn for some reason I spent 4 hours to replicate what I did in kuzernki but for some reason the spawn zones would not reconize being off. I will keep trying on this one but it may be due to the number of spawns and objective that playing around with it.
2. On a full server this is not as much as a problem, as there is always people moving forward or backwards in a cap. I realise with a half server this can be a problem. Also having good tankers can make or break a side, did you play b2 with the fact there is two soviet tanks. Two soviet tanks can hold the farm off long enough for the troops to rally in time. Also I created on purpose the fact that the last 3 spawns are hard for the russians once the breakthough at the trenches have been made, then it will always be a struggle I get increasing dissatified with the fact the attack side has it harder each spawn they get close to the end. I feel for realism sake you battle it out hard for the middle and then its becomes hard for the defender.
Now to even this out I could reduce the time, to bring it more in line so the germans have to rush.
3. Which spawn was that? and version B2 I increased the mine zones around the spawns
4. Last bridge is really a non event for the russians and it suppose to be it a moment of realisation that there is nothing you can do now they have broken through. Although I and a few mates manage to hold the last objective for a minute, holding it more then that is impossible. Again it brings it back to point one, and what we taken as standard how objectives are suppose to be made, which I don't want to conform to the norm here. Perhaps I can detailed these out in the side picks to help new players understand some how.
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Definately will move the russian inf closer to the action around the trench, to make it hard for the germans to assault. As for the side spawn I have a look perhaps making a easier path for the UC to the house may help.
You got it, I'll PM you with what I have so you can look it over and see what you think? My data/research collecting is strictly on the 3rd battle of Kharkov, would you still be interested??