RO-Lazur50_beta3

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Solo4114

FNG / Fresh Meat
May 12, 2006
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You know, that's not a half bad idea, actually. I've always thought that the open field objective was sort of a dubious position to claim as "captured." Given that it IS so open, and can be fired onto from all sides, can you really claim that it's "captured"? It seems more like a "no man's land" to me. An obvious killing ground because you have to go through it to get to several access points, but it's also open to a lot of fire. Tough to call an area secured or captured when it can still be fired on heavily by the enemy who holds an overlooking position. Not sure what that'd do to the gameplay, though. It might make the attack more focused. The Germans would have to split their attention between only two positions.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
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Still have not played it to often, but the times i played I never experienced problems for
the Russians at the first two objectives.

what about not having so many cap points maybe you could
combine 2 and focus the combat better.

I had posted already that i was working to split the three objectives into two.
For now i have combined the Generator hall and the Open field as two objectives
which both need to be capped. They are recapable and like in Danzig they have to
capped both to proceed. 3 & 4
Don't want to cut any zone as it would leave parts unplayed.

caporder1.jpg


I hope this will focus the fight more and for the comment the open field isn't a
logical objective i guess we have to live with that. I could widen it up towards
the ruined factory. Inbetween 4 and 5

Once these two objectives are taken the Lazur Warhouse area opens up.
Before it is open this part will be a mined area.

Last days where filled with seeking a solution for spawnprotection at the
Chemical area. All time consuming.... Sometimes it feels like i have shot
myself in the feet with this layout.
 

Divinehammer

FNG / Fresh Meat
Mar 9, 2006
1,397
6
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Sunny, Obamalot
maybe you have special powers but I think you meant combine the three objectives into 2 so you are making obj 3 and 4 into 1 obj. So that you will ultimately have 5 total objectives. This is what I was thinking. Also if I remember right it seems it is still hard to get from the spawn between 4 &5 over to Objective 5. I need to open it in the editor get a good look. Maybe I can do that tonight.
 

Sidus Preclarum

FNG / Fresh Meat
Oct 30, 2006
683
0
0
41
Civitas Osismorum
Finally been able to play this. Didn't see much of the map, since the Soviets sucked to an incredible level. However, what I did notice is that from the catwalk the axis have a clear line of fire into the second soviet spawn.
 

Solo4114

FNG / Fresh Meat
May 12, 2006
1,608
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maybe you have special powers but I think you meant combine the three objectives into 2 so you are making obj 3 and 4 into 1 obj. So that you will ultimately have 5 total objectives. This is what I was thinking. Also if I remember right it seems it is still hard to get from the spawn between 4 &5 over to Objective 5. I need to open it in the editor get a good look. Maybe I can do that tonight.

Do you mean hard for the Germans or for the Russians to get to 5?
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
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Finally been able to play this. Didn't see much of the map, since the Soviets sucked to an incredible level. However, what I did notice is that from the catwalk the axis have a clear line of fire into the second soviet spawn.

You must have played BETA 2. As BETA 3 has the catwalk windows closed down at the spawn side.

@ Divinehammer

I will keep 6 objectives, problem is in beta 3 i forgot to move the spawn once the Warehouse area (5) is left
The run is to long. This all will be fixed
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
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Newton, NJ
I have seen that also from the catwalk, but I think that spawn protection is working there. I cannot hit anyone with rifle or mg (as far as I can tell anyway) until they get much closer to the ruined buildings. However, firing into that general area does tend to make the Russians take evasive action and use smoke etc...

I honestly don't remember if that is Beta 2 or Beta 3 however.
 

Solo4114

FNG / Fresh Meat
May 12, 2006
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That seems like it should be pretty simple to fix. Just put some kind of large obstruction in the way, or just add some invisible wall thing in the air, no?
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
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The Netherlands
nah, Beta3 all right: cap order, new textures, &c... Dunno what you mean with your second sentence.
Here's a pic of the approx line of fire concerned:


Aaah ok i never seen that possibility. I was mistaking with the next spawnarea.
But i posted at the end of the nightshift :eek: No excuse but understandable.
I will fix that. Not hard to do just move the spawn a little.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
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The Netherlands
As the possibility to play the Beta3 version where very limited i still
found some good moods to continue working. :p:p:p

So i did some work for the final version.

Fixed some stuff
Added some spawnpositions.
Split some objectives.
Added some cover
Did some work on the looks.

==================================================

Now the caporder is

1 - Center Railarea no recap

2 - Eastern Railarea No recap

3 & 4 - The open field & Generatorhall basement
Need to be capped both like in Danzig
to open up the next objective

5 - Lazur Warehouse area

6 - Chemical plant

===============================================

In order to make the Open field objective more of an area to fight for i added some more cover and another building there.

I'm still in doubt to make the 2 objective ( The Eastern Railarea ) NooB proove as sometimes
i noticed Allies haveing a hard time capping it. To me its simple to cap but some people might
need it so i have changed ait a bit but not to much.

Needs testing off course....

final1.jpg


final2.jpg


final3.jpg
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
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Newton, NJ
If there is good coordination on the Russian side, then Eastern isn't too hard to capture. But if not, or the Germans have their act together, then it is hard. But that is ok, it is good that it is a challenge. If you ever make it easy for the Russians, that part of the map will become boring for them and frustrating for the Germans, as I believe it is in this area that is the Germans initial strong line of defense. (more so than Central).

But that is just my take on things :)
 

Solo4114

FNG / Fresh Meat
May 12, 2006
1,608
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In my experience with other versions of the map, the two main areas where the Germans hold the Russians off are on Eastern and in the Chemical Plant. To a lesser extent, the warehouses can end up being pretty tough to take, but the real action seems to focus around Eastern and the Chemical Plant these days. The change with the Generator Hall and Open Field being grouped together may alter that, though.
 

Solo4114

FNG / Fresh Meat
May 12, 2006
1,608
38
0
Played Beta 3 on TWB for about 10 min last night. I showed up when the Russians were attacking the second set of objectives and it seemed that flow of gameplay was a lot better. The areas where the cap zones are active is a little confusing, but that's always going to be the case with this map and probably helps keep the fighting concentrated (instead of having a few guys hide in some random corner). The interesting thing I found was that, although the Russians have to cross a lot of open ground in the Open Field, the Germans have only three exits from their spawn onto the field (from what I can tell anyway -- there might be more, but it seems everyone just uses the three that are most apparent).

This means that the Russians can -- if they set up a good MG and/or sniper and the Germans don't respond appropriately -- lock the Germans into their spawn or at least prevent the Germans from reinforcing as effectively.

I actually think this balances pretty nicely, although I've only seen it in one round (which the Russians won, probably because the Germans were too busy running around getting lost instead of hunkering down in the Chemical Plant). Still, from what I could see, it's a nice bit of asymmetrical balancing.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
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The Netherlands
Well i'm curious how my prefinal version will play.

Have it ready here and although i'm aware it needs testing
i don't want to invest to much time on it anymore.
Lost my interest lately.

So i might release it as final.