Sturgisov Farm beta 3

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Reservoir Dog

FNG / Fresh Meat
Mar 7, 2007
312
0
0
Hello Red Orchestra community. I just wanted to say up front that I am new to mapping and this is my first map. I have played RO since it came out on Steam and have read the forums for quite a while now. I got into mapping a few months ago through a challenge from a friend. Its been alot of fun, frustration, and time consuming process. The process has been experiment and experiment. Let me also say that this forum has saved me hours/weeks. Overall, its been a joy.

Ok, now for the map. Sturgisov Farm is a close range combat for tanks/infantry. There are 4 neutral objectives in close proximity with each other. Each objective has its own defensive and offensive points. For example, the guard tower at the ammo depot can be climbed up into for sniping, reconning, setting artillery, or dropping satchels. It can be attacked from a long range too from a tank or sniper. There is a group of trees and bushes in the middle that can hide infantry or even a tank. The infantry is quite strong. 2 tank commanders (better SMG, 2 arty strikes), 2 snipers, 1 MG, and unlimited tank crew (lesser SMG, satchels, MG ammo). Everyone has a pistol and grenades. There are also panzerfausts located throughout (some out in the open and some hidden). This map is fast action and keeps you on your toes.

Downside is that this map isn't based on a historical event. It "could have happened," but I would like to see it more historical (this is my weak point). If anyone in the community knows an event that this resembles please let me know. You can post comments or send a link. I am not opposed to reworking everything for this to be genuine with history. This map was created by my fondness to WW2 movies (resistance at a church, raiding a German bunker, etc), suggestions from friends, other maps, and for fast game play. If any history buff here wants to work with me on next version/next map I would be very appreciative.

Overall I think this is a unique, fun, fast beta map. We have enjoyed it on small lan parties with friends. It is small and less intimidating for new players. I have learned alot and look forward to building bigger, more historical maps. But for now enjoy and please send me feedback. Thanks.

Reservoir Dog




Click here for the ROM map file

Click here for the UZ2 compressed server file
 
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Plattfuss

FNG / Fresh Meat
Jul 17, 2006
369
5
0
54
Germany
www.pzdf-clan.de
OK, looks and sounds good. Ready to test the map. Thx :D

We added the map to our [PzDF]-RO-Servers:

194.60.68.71:6656
85.14.218.188:6656

We added it also to our RO-German Community-Download-Area. You can download the map here:

 

Reservoir Dog

FNG / Fresh Meat
Mar 7, 2007
312
0
0
Thanks, beta testing servers.....

Thanks, beta testing servers.....

I wanted to drop a line to say thanks to the beta testing servers out there. Just a day has gone by and I have seen it on 5 servers so far and have gotten good feedback and comments. Thanks for the post Mueck and the [PzDF]-RO-Servers. Thanks Assault-Game.com server. And a special "thank you" to Mike Nomad and the (RGN) clan at the RGN Raiders server. They have been testing it for most of the morning and have given me some great feedback!!! Sorry I didn't get all of the server names but "thank you" too. My mapmaking experience has been so rewarding because of such a great community.:)

The one issue about this map is the spawn killing. This mostly happens when the Axis take the church or the Allies take the depot (because it wasn't defended/defended well). These are very important objectives to keep and defend. They are the first objectives (closest to spawn), radio location, panzerfaust spawns, and have lots of ways to defend them. My initial thinking was that if they fall to the enemy that the tanks at the spawn will just have to deal with them. There are hills, wheat fields, silos, and other cover to reach them from the spawn and clear lines of sight so no one can stay there indefinitely. There are also minefields outside of spawns so the enemy can't get too close. I had enjoyed the freedom of this map to be able to do that. It has caused frustration for players and admins, not to mention alot of servers have the rule "no spawn killing." This will be changed in the next beta but for now, if the enemy breaks your lines and captures these key objectives, the battlefield will be right outside of your spawn. Thanks.
 

Tru3Slaughter

FNG / Fresh Meat
Mar 23, 2006
107
0
0
N.E Phila,Pa.
the map played great other than the spawn issue which you mentioned and the graphics are good maybe just raising the terrain a little in front of the spawns will fix it. I enjoyed the map a lot, thanks for your hard efforts,Resevoir Dog
 
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Goral

FNG / Fresh Meat
Jun 14, 2006
219
0
0
www.red.orchestra.pl
newball.gif
RO-Sturgisov_Farm_beta_3

version: Final
[UZ2: 4.96 MB]
[7Z: 3.58 MB]
[EXE: 3.62 MB]
 

Reservoir Dog

FNG / Fresh Meat
Mar 7, 2007
312
0
0
Sturgisov Farm b4 is half way there

Sturgisov Farm b4 is half way there

I am about half way through beta 4. Everything will be scaled up for bigger battles and more players. The map itself will be noticable larger. Both spawns are moved back quite a bit with some hills for cover. Adding 2 T34/85s for the allies and 2 Panzer IV Hs for axis. There will be 3 transports for each side and clown car will be replaced by the unicarrier. The "reservoir" will wrap around the mortar position and a bridge will be added towards the allies side. The Axis will have to fight hard to get tanks in the mortar position or try to swim across to capture it. There will be more places to park tanks for protection. The sandbag area has been cleared in front and sides of bunker and the church's stone wall will be wider (to fit tanks) with more line of sight. There will be 3 snipers and 2 mgers on side sides, these seem to be popular roles. The hidden panzerfaults will be out in the open. Tank crewmen will lose their satchels but some satchel spawns will appear at both spawn areas. A barn will be added to the allies side for sniping and cover. This is all I can think of right now, but if you have any suggestions please post them here. I still need to rework all terrain textures, tweak mountain borders and redo bot pathing so it will be a few days before b4 is out. Thanks again to RGN servers for extensive testing and lots of feedback.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,791
890
0
56
Newton, NJ
I got to run around this in practice mode. Bigger than I initially thought. Nice layout, gently rolling hills give enough cover without turning into mini-mountains.

I just read your infantry loadout for your next beta, but I was wondering, have you thought about adding maybe just one *Rifleman slot? Just wondering....

*Sniper slot generally bores me, I have only actively selected it maybe three times about a year ago just to try it out, and only once picked it up off an enemy to use. Mind you, this is just my opinion.
 

Mike_Nomad

FNG / Fresh Meat
Feb 15, 2006
5,024
1,037
0
80
Florida, USA
www.raidersmerciless.com
I got to run around this in practice mode. Bigger than I initially thought. Nice layout, gently rolling hills give enough cover without turning into mini-mountains.

I just read your infantry loadout for your next beta, but I was wondering, have you thought about adding maybe just one *Rifleman slot? Just wondering....

*Sniper slot generally bores me, I have only actively selected it maybe three times about a year ago just to try it out, and only once picked it up off an enemy to use. Mind you, this is just my opinion.

Moe..... the Sniper slots are very, very busy in this map to a point of sniper verses sniper. Which of course, makes for very interesting play for the snipers. One must remember, primarily, this is an Armor Map. A few riflemen wouldn't hurt.... but then, would they really help in this map and scenario?
 

Reservoir Dog

FNG / Fresh Meat
Mar 7, 2007
312
0
0
Infantry

Infantry

Hey Moe, I have actually considered making an infantry only version of this map. The big infantry maps seem to be very popular out there. I need to finish beta 4 first and the infantry idea will be based on that map. I will probably have to kill snipers in the infantry version because there are alot of good sniping places and not sure if anyone else will have a chance. Maybe just riflemen and a squad leader only with some transports? Any ideas?
 

Mike_Nomad

FNG / Fresh Meat
Feb 15, 2006
5,024
1,037
0
80
Florida, USA
www.raidersmerciless.com
Hey Moe, I have actually considered making an infantry only version of this map. The big infantry maps seem to be very popular out there. I need to finish beta 4 first and the infantry idea will be based on that map. I will probably have to kill snipers in the infantry version because there are alot of good sniping places and not sure if anyone else will have a chance. Maybe just riflemen and a squad leader only with some transports? Any ideas?

'Tis a neat idea.... will keep the "infantry only" troopers happy. That's always a good thing. :)
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,791
890
0
56
Newton, NJ
My comment was mainly based on that it seemed odd to include mgs and snipers, and no rifleman. I do understand that it is mainly an armor map and as such, you mostly want to stay that way. But IF you are going to throw in a few infantry roles, why not a rifleman? I assume you have enough other rolls that a player won't be forced to choose rifleman if tanker slots, mgs and sniper rolls are available? That is all, just a suggestion. Otherwise, the snipers and mgs are mostly hunting each other oblivious to the tanks unless someone sticks his head out of a hatch. (besides, it is always nice to take out a sniper with iron sights :D )

As far as an infantry only map (or mostly infantry, however you may prefer), I suggest only worry about that after you finalize the armor one. I say that because if you want to do an infantry only/mostly infantry, you may need to add a bit more cover out there for them and to add that to the armor map would just force the tanks to run an unnecessary obsticle course with fences, logs, or other things you may put out there. Before I comment about infantry vehicles, the objectives are more or less set up 'domination' style, correct? If so, I would say add a few vehicles so infantry can get around to the objectives easier. Otherwise, they probably aren't necessary if you place the spawns so the players aren't running marathons to get into battle.

:)