I just played it a couple of times. I played the afternoon version. Some things I noticed:
-nice admosphere
-only one object, this needs to change. Maybe first the an AT gun emplacement or an forward post.
-when you lay down you dont get that symbol that your gun is stable
-PLEASE GET RID OF THE PANZERFAUST
-T60's are almost invisible in this map (due to the grain)
-the long driving towards the object (for germans) is a bit useless. Make an object between it.
-I noticed an grey soldier at the German base or that artillery point
-did I already mentioned that this map looks great?
-this map is boring for most of the Russian infantry, they don't have anything to do.
-tanks don't come in range for the PTDR's
-snipers don't have good points to get their gun stable
-I like the music (katyusha) again in an Russian village
The map looks good but needs some gameplay changes.
Hi Sander,
Thanks for your feedback and comments. I'm working feverishly to try to get the next version released by this weekend, my school schedule permitting. I try to take everyone's comments seriously when making changes, but ultimately it has to be my final vision that gets put out there for all to enjoy (or not). I'll try to address your concerns here:
- Mid-Day vs. Dawn version: perhaps I'll release a fully supported mid-day version at some point, but for the time being I'm sticking with the Dawn lighting, although this will be tweaked somewhat in the upcoming version in order to improve visibility.
- Another objective is gong to be available for the upcoming release: a forward Blokpost located near the crest of the hill that the Russian Infantry will need to hold against the German infantry (whose spawn has been moved forward). The entry to the objective cap area will only be permitted to infantry, and the tanks will have to fight either offensively or defensively around the perimeter of the obj.
- I'm not sure why the gun-support symbol doesn't show up. Maybe the height of where you're to trying rest your weapon isn't high enough? I'll look into the height of fences, window ledges, etc. and try to fix this.
- Faust will be gone in the next version. In fact there will not be a PaK soldat role for the Germans. I did increase the number of Assault troopers (MP40's and MP41's) though. I've contemplated giving the PTRD to the German PaK soldiers too, but decided against it. You guys can change my mind if you think that the Germans need the anti-tank rifle.
- T60's in the wheat. I did this on purpose, and you'll notice the StuG is tough to see in the grain too - and it will get tougher with Welt's camo skins
. Tank's were concealed in real life in brush and wheat stands. Historically, half of a brigade of T60's took part in the defense of Voronezh, and for realism purposes I'm leaving them on the map.
- Long drive. Hopefully the new objective will take care of any concerns here.
- Little Gray Guy. He's my scale actor friend and he'll disappear eventually from future versions.
- Bored Russian infantry. Hopefully the new objective, along with the future urban objectives will keep them busy.
- Tanks out of PTRD range. Again, the urban objectives will remedy this situation. Also, really clever tank hunters CAN - and DO - get kills on the current version, if they're careful to pick a good spot in the village or in the wheat. Maybe I'm a horrible tanker, but I have been blown up by Russian hunters with the PTDR while roaming the village.
- Snipers will love the urban setting coming up in future versions.
- Katyusha! My favorite tune of the era
Thanks again for the comments, I really appreciate them. Hope to see you around the servers playing on the future versions.