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Level Design RO-Voronezh: Official Thread

DO NOT USE THE PANZER IV F/1.

I can't stress this enough. This tank is completely useless in the game. It was an infantry support tank meant to use its High Explosive shells to destroy enemy fortifications and blow up stuff left and right, you can't blow up anything in the game, you can't even blow up a sandbag or kill the soldier behind it with your 75mm shell!

It's completely useless. Absolutely no reason to have it in the game, it's extremely weak against Soviet tanks(except T-60) there is no reason to include it at all, none.

Please use a PzIII-L instead, or IV F/2("G").

Other than that, this map looks awesome I can't wait to play it. :D
 
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Kabex,

I had absolutely no idea that this was the case. Thanks for the info! That's such a shame, because I think the F1 is so cool looking. Oh well, I'm willing to give up aesthetics for the sake of realism, and better game-play. That's what RO is all about, isn't it!

Currently, I have two Panzer IV/F1 generators on my map. I'll remove them tonight when I get back down to business on the map. I do have one T-60 in the map, but I don't think it justifies having the F1 in there. My 3 Pz III-L generators will remain, however.

Speaking of aesthetics, isn't the color scheme of the F2 in RO, dunkel gelb, or something like that? Was that scheme around in the summer of '42 when my map takes place? If not, do you know if anyone is working on a panzer gray version of F2, that I can add as a mutator?

Thanks again for all of your help!

ps. I can't wait to see this level on a server, but it still needs ALOT of work. Contrary to my previous estimates, I don't think a BETA is likely this weekend. I would be willing to release an ALPHA version with just the first objective, if there is any interest out there in doing so.

Have a great weekend, y'all!
 
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Ya'll forget about me???

Well, I wouldn't blame ya, it's only been a month since my last post and screenies. Unfortunately, school and a near full time job are taking up all of my free moments, so RO mapping has slid to the back burner.

But now, I'm back and I've done quite a bit of work on this scenario in the last few days (added more BSP buildings to the villages, added 2 deco layers, more foliage, start working on the 2nd and 3rd objecitves, added some music to a phono player, etc). I'm no longer going to make predictions on when this will be released. Hopefully, some time this year...

Here are the latest screenies:

http://i81.photobucket.com/albums/j209/shrike1070/tower.jpg
http://i81.photobucket.com/albums/j209/shrike1070/steppe.jpg
http://i81.photobucket.com/albums/j209/shrike1070/stalker.jpg
http://i81.photobucket.com/albums/j209/shrike1070/arty.jpg

Now, back to work...
 
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Need vehicle skins for Voronezh

Need vehicle skins for Voronezh

If any one is already working on different paint schemes/mods for the German tanks or any early (non-retail) Russian tanks, please feel free to consider my map as your testing ground.

I'd love to see a dunkel gelb camo StuG III in my map, and a Panzer IV F/2 in panzer grau with foiliage hanging off of it.

That's all for now. Just my wish list :)

More screenies tonight...
 
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Redeye, you just may get your wish very very soon.... ;)



I've decided to change the look of the map back to my original vision of a dawn hour launch of the encirclement of Voronezh, which is more historically accurate.

A change out in the skybox, tweaking of the distance fog settings, and the addition of two more red-tinged sunlight actors helped out in the process.

The fps in practice mode ****s big time so I've got to do some serious optimization before I can release the Beta (methinks my deco layers are causing the problems).

Enjoy the latest screenies...

http://i81.photobucket.com/albums/j209/shrike1070/kotlyarovo.jpg
http://i81.photobucket.com/albums/j209/shrike1070/misty.jpg
http://i81.photobucket.com/albums/j209/shrike1070/July71942.jpg
http://i81.photobucket.com/albums/j209/shrike1070/dawn1.jpg

Also, if anyone knows how to put custom tank skins into a map, I would certainly appreciate the assistance. Welt was kind enough to provide me with his kick butt dunkelgelb camo StuG skins and I would LOOOOVVVE to showcase them in this scenario.

See you all soon at the bitva!!!
 
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Oh, nice!

Perhaps a tip though, maybe you can add a bit more variation to some parts of the landscape. I'm mostly talking about this pic:

http://i81.photobucket.com/albums/j209/shrike1070/July71942.jpg

It just looks a bit bald, I think it would look a lot better if you'd add a patch of grass here and there, maybe a road, couple of fences, water puddles, a fallen tree, couple of bushes, roadsigns, shell holes, tank wreck, that kind of thing.

Otherwise, looking good! You really nailed a nice atmopshere with that dawn going on it seems. Please tell me you keep the dawn instead of full daylight. Keep it up!
 
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Oh, nice!

Perhaps a tip though, maybe you can add a bit more variation to some parts of the landscape. I'm mostly talking about this pic:

http://i81.photobucket.com/albums/j209/shrike1070/July71942.jpg

It just looks a bit bald, I think it would look a lot better if you'd add a patch of grass here and there, maybe a road, couple of fences, water puddles, a fallen tree, couple of bushes, roadsigns, shell holes, tank wreck, that kind of thing.

Otherwise, looking good! You really nailed a nice atmopshere with that dawn going on it seems. Please tell me you keep the dawn instead of full daylight. Keep it up!

I actually find it very realistic. I've been walking former battlefields for years now and for some CM scenarios I made I actually checked how much you'll see fences, bushes etc. In my experience in reality much less than one thinks is "desirable" in maps. Ofcourse an occasional shell hole or tankwreck wouldn't hurt....
Some of the screen prints look a lot where I'm from: Holland where some large parts are flat and bald :)
 
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Thanks all for the extremely positive comments. :)

Bear with me here, folks. I'm going to release the alpha tomorrow night on MapOrchestra, bugs and all. :eek: There will only be 2 out of the 5 final objectives available in this release: Kotlyarovo Village (aka Crossroads) and the Lenina Aerodrome.

There are some serious speed/fps issues that are driving me up the wall that I just can't seem to resolve. I've done everything I can think of - as a noob mapper - to optimize this map, but it's still not helping much. And to boot, I've run the practice mode on two different gaming rigs that normally have no problems at all with RO, and it doesn't seem to make a difference in the lag. Compared to the retail maps and some of the customs like Blackest Day in July, playing my map is like swimming through honey. I know this is probably something you all don't want to hear, but I'm looking for your help in resolving the issues.
 
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On a different note, I am hoping I have this historically correct, but I think the only armor available in Summer '42 was the following:

Soviet:
T-60
T-34/76
KV1S

German:
Panzer IV F1
Panzer IV F2
StuG III

Halftracks and clown cars will be available too.

This is how I have the current loadout. If not accurate, please let me know.

Can I suggest from my experience with RO-Orel that Panzer IVF1 is an infantry support tank :eek: - not so effective against tanks due to its short barrel and HE rounds. The T34/76 will usually have it for breakfast. The Panzer IVF2 is a anti-tank tank with AP rounds. So which tanks you choose depends whether you want your tanks in a combined-arms role or tank v tank role.

Also the Panzer III was available at this time - a bit under gunned in 1942, but at short range the AP rounds it fires are effective against tanks.

Really like the sunrise BTW
 
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Also the Panzer III was available at this time - a bit under gunned in 1942, but at short range the AP rounds it fires are effective against tanks.
No it wasnt in fact the PanzerIIIL (panzerIII in game)came out in 1942 Its high velocity 50mm gun was more than capable in penetrating enemy tanks(the T-34/76 only had 45mm or armor) in fact it (pzIII's) was responseable for most T-34 losses from 1941-1943.Yet in game although it outclasses the PanzerIVF2 it is weaker than it pretty odd since the PzIIIL had 70mm of frontal armor(50+20 spcaed armor ) while the F2 only has 50mm-.:(
The maps looking good hope to c it soon!!!!!:)
 
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