RO2 Streets of Stalingrad

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Kenobi

FNG / Fresh Meat
Jun 14, 2009
224
128
0
The version that runs on the 40-1 Classic (#2) server is terribly bugged. There are no grenades, no pistols or radios. Players fall through the map on death, nor can weapons be picked up (they simply disappear on pick up).
 

[40-1]MORD

FNG / Fresh Meat
Jul 21, 2011
713
52
0
London
www.40-1.net
The version that runs on the 40-1 Classic (#2) server is terribly bugged. There are no grenades, no pistols or radios. Players fall through the map on death, nor can weapons be picked up (they simply disappear on pick up).
Bug is responsible for the most of these issues, not map. Regarding places where players fall through the map - screen shots are necessary to localize them so mapper can fix them.
 

G_Sajer

FNG / Fresh Meat
Sep 4, 2011
2,389
132
0
Minnesota
:confused:

I'm baffled. We ran this map twice last Sunday for our OGG event with a good deal of players including myself. I don't recall anything but how much people liked it. I'm running the map again in today's event for the UK at 2pm US EST.
Let's play it again, Sam. :D One of the key points about running betas at all is to help mappers determine where changes are needed.
 
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AussiePariah

FNG / Fresh Meat
Aug 1, 2012
325
0
0
Just played this on Aussie NZ. Awesome map. Makes me feel like I'm a part of a war instead of just a battle.
 

titsmcgee852

FNG / Fresh Meat
Feb 27, 2013
696
0
0
Yeah it was good fun. **** hard to attack for germans when there aren't many people on the server, though.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
This is a beautiful map, great layout and atmosphere. Thanks for your work.

My only suggestions would be that unless there's destroyable doors and windows I haven't found, to open more passages through the buildings. I feel like I'm running out of spawn and down the same hallway to fight over the same doorway over and over.

Also, more second story availability please.

For such a destroyed environment, I feel like I should be able to clamber around the rubble and through the buildings at will.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
I've listed the destructibles in the OP, most people seem to ignore the destructible that lets you flank round the back of C. As for 2nd story, most buildings have them except the 2 at the front. And you'll have to refer to the area you're talking about that doesn't let you clamber through.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
Thanks for the reply. Don't underestimate my ability to miss the obvious... :rolleyes:

I'll poke around a bit more, the sewer and the gates into D are obvious destructibles, I'll hunt up the others.
 

nymets1104

Active member
Dec 18, 2012
2,432
24
38
USA
WOW
I read the posts and enjoyed listening to the praises for this map. Once I played it for myself (Crucible Server) I was knocked off of my chair.

THIS
Spoiler!


IS
Spoiler!


WHY
Spoiler!


Psycho, I love your work, but this is beyond anything you have done...

Thanks :IS2:
 
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titsmcgee852

FNG / Fresh Meat
Feb 27, 2013
696
0
0
Haha yeah the helmet on a stick is such a nice touch. The planes also look killer. Maybe when the planes aren't flying by you could add some katyusha rockets flying over up high, with their distinctive sounds. Just some food for thought anyway. Would make it 20X more immersive, not that it needs to be :D
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
I found all the destrucibles, they help open up the map for sure. The wall at C is difficult to identify, I tried blowing up a lot of walls before finding the right one. I don't think it needs to glow or anything, but maybe make it more obvious somehow? Mark on the map?

Its a great map.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
That'd be helpful, especially for new engineers.

How about a piece of graffiti on the wall? It would help experienced players send noob engineers to the right one. "Blow the wall with Stalins face..." etc.

The first gate at D coming from the Axis spawn doesn't blow from either side, I assume this is intentional? It's tough to get up that side since the allies can sit in cover and mow axis down along the fence and with the fixed mg in the tunnel, the Allies can pretty well shut that down with a person or two.

Will there only be one ammo crate with none near the spawns? I try not to die much and it's tough to resupply. It'd be interesting to leave it that way though if this is your intent.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
I'll put ammo crates in next update. The gate can be destroyed with the anti tank nades, seems the option for satchels isn't there.
 

Sojuz

FNG / Fresh Meat
May 21, 2008
163
67
0
Last object is ****ed.
Too long allies spawn.
One narrow way to cap = one arty = over.
Capping is too fast, specially last object.