RO-Lazurbeta

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Floyd

Grizzled Veteran
Feb 19, 2006
4,313
725
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Waterproof
www.ro50pc.net
I didn't have it, Drecks. The FK server was running it. Someone must've stolen it from you:eek:

I just happened to see it running on the FK server and jumped in to check it out.

Not your doings?

Floyd
 

FreeMan

FNG / Fresh Meat
Nov 27, 2005
204
0
0
44
Floyd said:
I didn't have it, Drecks. The FK server was running it. Someone must've stolen it from you:eek:

I just happened to see it running on the FK server and jumped in to check it out.

Not your doings?

Floyd
You didn't get it from an FK server as I didn't add it until I saw your post saying you played it.:confused: I'm the only one who takes care of the RO servers so I can say that with certainty.

I did remove it until I get word from Drecks on whether or not it's ok to run it.
 

Floyd

Grizzled Veteran
Feb 19, 2006
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Strange. Perhaps I have the server name wrong. In the maps listing I saw Lazurbeta2, and a couple of player slots available, so I joined the server. I thought it was the FK server.


innocent bystander was on the opposing team. There were 30 other players playing. I was talking to an allied teammate about the new door, advancing spawns, etc. I haven't taken any hallucinogenic drugs in the last 30 years. Surely I wasn't having a flashback :D

I'm totally confused. If its not out, where did you find it?

Floyd
 

Lex

FNG / Fresh Meat
Jan 15, 2006
156
0
0
68
Ohio
We were testing it on one of the After-Hourz servers last night and it wasn't passworded. So you must have got on with us and were part of our test. hahaha n/p

The map has come a long way since the first beta and what we were testing last night was not the newest version. Drecks has put more hard work into his first map and his skills are showing with every update.

We were testing to get more constructive criticism from the players on how to tweak the map for better game play. Sometimes when a map is released for beta testing you run into people complaining instead of helping to make the map better. Not all complain, but it is hard to get people to understand it is a beta and some want to completely change the map from what the authors original ideas for the map are. So to help with the map we ran an in-house test.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
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The Netherlands
Lazur 2th Beta

Fixt a lot of stuff in this 2th version.

- More defined capzones.
- Destroyed railstorage need to be capped inside the right lower buildings.
- Railarea is the biggest capzone part inside and a part outside.
- Destoyed factory need to be capped upstairs in the office and hallway and aidpost.
- Generator hall need to be capped in the basement.

- The spawns are advancing now.
- More cover outside.
- More secure Allied 1 st spawn with more cover.
- Spawn protection added
- Fixed that bush at Allied 1st spawn.
- 1 sniper each and 5 smg each team.
- Overhead image.
- Most lighting issues fixt.

Allies seem to have it to easy but i think the Germans must try to secure the destroyed factory and keep that as their key defense.
From there they can try to cap the railarea.

Some background:

The city was built around four tremendous industrial complexes. Northernmost was the old Stalingrad tractor factory, which before the War had made 10,000 farm tractors a year; now it was cranking out tanks. The plant sprawled for a mile along the main north-south road into Stalingrad and was fronted to the west by a workers' paradise - more than 300 rent-free apartment buildings, some of them six stories high. They were part of a self-contained community with its own stores, schools; movie theater, circus and soccer fields.
To the south lay two complexes named in honor of the Revolution; the barricades plant, which produced arms and ammunition, and below it the Red October steelworks, block upon block of foundries and assembly plants that manufactured small arms. The southernmost factory was the Lazur chemical plant, around whose yellow brick buildings looped a railroad track; the enclosed area was to become known for its shape as the "tennis racket." Each one of these factory areas would soon become a scene of enormous carnage and ruin. (Red Army Resurgent, World War II, 1977, Time-Life Books, page 137).

Another hard fought for area was the chemical factory "Lazur" and its
surounding train yards, the so-called "tennis racket".
The name was derived from the look of the
railway tracks depicted from arial photos.
An amalgam of units from 284th Rifle Division, 9th and 38th Mechanized Rifle Brigades
and other already shattered rifle and tank units defended this area stubbornly.

The compressed file:

http://www.after-hourz.com/misc/drecks/ro/RO-Lazurbeta3.zip

Players could join the After-Hourz infantry server to autodownload the file

Drecks
 

Chernuk

FNG / Fresh Meat
Apr 29, 2006
161
0
0
I was playing beta2 yesterday too and had a great time. Its a very nice map. Thanks for putting all the work into it.
 

REZ

Grizzled Veteran
Nov 21, 2005
3,534
482
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The Elitist Prick Casino
I played this several times yesterday... I must say, very nice map
thumbsup9hv.gif



With the amount of MG's the Axis have, it makes it a nice challenge for the Allies to take both the Rail Area and the Office at the same time. Three different routes makes for a lot of variety. Well Done!

Everyone should check out this map when you have time... Its running on one of the FK servers, the custom map server I believe (nice server btw :) ).
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Thanks for the feedback.

I noticed the 2 th beta haven't been picked up by many servers.
I'm working on the final version right now. Off course i will limit the
MG in that version.

I will give a third entrance to the Generatorhall in the final version and the 1 th objective will be bigger.
And the Germans will spawn more close to the destroyed factory.
 

REZ

Grizzled Veteran
Nov 21, 2005
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I'm just curious... are there currently destroyable walls that the Sappers would need to use their satchels on? I was trying different things, but couldnt find anything that would blow up.

Maybe that third entrance to the Generator room that you would like to add could be a destructable wall. I noticed along the outside of the Generator building, right side, that there are some boarded up parts to the wall there... maybe make one of those destroyable with a satchel for the third entrance. Just an idea.

Keep up the good work!
 

Rameusb5

FNG / Fresh Meat
Feb 23, 2006
871
1
0
REZ said:
I'm just curious... are there currently destroyable walls that the Sappers would need to use their satchels on? I was trying different things, but couldnt find anything that would blow up.

Maybe that third entrance to the Generator room that you would like to add could be a destructable wall. I noticed along the outside of the Generator building, right side, that there are some boarded up parts to the wall there... maybe make one of those destroyable with a satchel for the third entrance. Just an idea.

Keep up the good work!


This actually gave me an idea. I've played this map quite a few times as German and for some reason the Germans always get their butts handed to them (run out of reinforcements). Part of my issue with the map is that there are simply too many ways for the Russians to get into the cap zones for the Office and Basement. Part of this is the fault of the players who refuse to coordinate. But when I'm the only person who will actually guard the Offices, it's just too hard to defend. Part of the problem is that it's so damn far away from the spawns most of the time (and in the wrong direction from the battle).


So here's my proposed solution based on REZ's comments above. Make SOME of the entrances to the Office (There's currently 4), only enterable by destroying a door. Ideally, this could be the door to the back of the room that's the German's initial spawn, since that leads to 2 of the entrances.

Then, make one of the three doors to the basement closed, but blowable.


I think that will give the German players a little bit better chance to defend their assets on that map.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
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The Netherlands
I already replaced some spawns. Germans now spawn here. Once the have to defend the factory

laz7.jpg


On the final version there will be a destroyable door into tge generatorhall.
 

REZ

Grizzled Veteran
Nov 21, 2005
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I think it is a matter of coordination, because yesterday as Allies we won a couple of rounds with some heavy communicating... but then the Axis team caught on to our routes, and with something like 4 MG's had us held down pretty good. It became very challenging at that point, which is a positive thing.

As with any map, it depends on who comprises the teams and how well they are communicating with each other.. as it is, in my opinion, not much needs to be changed with the map as it's a challenge on either side.

Cool stuff Drecks, lets see how this spawn change effects the gameplay... more feedback to come
iconsalut2vv.gif
 

Drude

FNG / Fresh Meat
Mar 1, 2006
569
3
0
Finland, Helsinki
www.kt-va.org
I played lazur B3 first time last night and I have to say:
very good job Drecks! This is one of the best inf maps I have played so far!
It's not too small, its not a piperun - you have multible routes to the target areas.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
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The Netherlands
Testing the final version.

- New 2 th spawn for axis closer to the Destroyed factory.
- More cover inside and outside.
- Smoke added at some ruined vehicles.
- Resized the railarea objective and replaced it outside.
- Better overhead image.
- Most light issues solved.
- Fixt an off map route.
- A new flank inside the generator hall with destroyable door.
- Reinforcement more even now.
- All weapons limited except for rifle.
- 2 MG 1 sniper each.

lazuro.jpg
 

Rameusb5

FNG / Fresh Meat
Feb 23, 2006
871
1
0
Drecks said:
- Reinforcement more even now.

Thank you for addressing this. I just came to the thread to point out that I thought that the Russians had too much of a reinforcements advantage.

I look forward to playing the map with these changes. (Thank you also for the rest of the changes)
 

[tR]Mad Mac

FNG / Fresh Meat
Mar 23, 2006
677
5
0
Tampa, FL
I've seen a lot of problems with satchel-bombings on the earlier beta versions, and the germans still seem to do a lot of suicide charges with them (especially near the first Control Point).

Perhaps remove the german saper class and add another sniper/mg instead?