RO2 TE-FallenFighters1942

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PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,295
386
83
In Unreal

National Socialist & Soviet Union forces fight over the area of Fallen Fighters square


What's new?
Changed capture point layout.
Added halftracks.
Added new buildings to allow more close quarter combat.
Added immersion features inc.: Stukas, overhead planes, smoke, sounds.
Capture point time: 32 seconds.
Round time: 36 minutes / 6 minutes per objective.



New layout
Spoiler!


Download
Version 3 https://www.mediafire.com/?vw0n63ybvx1x23h

Feedback Form

Spawns

  • Spawn timer too long or short?
  • Spawns too far away from objective or too close?
  • Could the map benefit from more or less spawns?
  • Is there enough protection?
  • Are the red screens too big?
Objectives


  • Are they too far apart or too close? Pros/Cons of both.
  • Are there enough paths leading into the objective? Or too many?
  • Cap zone volumes too large or small?
  • Cap zone timer takes too long or is too short.
  • Not enough or too much cover leading up to the objective.
  • Do they make sense in relation to the scenario/landscape?
  • Provide a diagram of objective layout you think would work better.
Player flow

  • What paths do players generally take?
  • Are players too bunched up in one area?
  • Suggestions to get players to spread out.
  • Provide an overhead image of player movements.
Environment

  • Does the environment look natural?
  • Are the objectives something that fits in with the surroundings?
  • Do you have image references for better lighting or foliage placement?
 
Last edited:

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,797
890
0
55
Newton, NJ
Cool! The objective scheme looks more interesting than the TWI Stock map.

Have to try this as soon as Mike gets the map up and running!
 
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titsmcgee852

FNG / Fresh Meat
Feb 27, 2013
696
0
0
We just played this 20 v 20. No obvious problems, it played out really well. Allies won with about 12 minutes to spare, mainly because people were still downloading it. Really solid, enjoyable map. It's fleshed out really well. Thanks
 

titsmcgee852

FNG / Fresh Meat
Feb 27, 2013
696
0
0
Alright played with a full server last night, C was a bit of a nightmare to attack though it could have just been because SL1 was mentally handicapped. Maybe if you extend the cap to just outside the building that you have to run up to? Just a thought
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,295
386
83
In Unreal
What was a nightmare about it? What direction were people approaching? Are you sure your team didn't just suck? These details I need to know. Did you capture it in the end? How did the rest of the round go?
 
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Paulchen Panzer

FNG / Fresh Meat
Dec 14, 2012
442
0
0
Hamburg
www.44id.de
Bot AI on both sides gets stuck after E Cap is active. Russian Bot AI is nearly Braindead then.

Stukas drops Bombs, we can see smoke but no explosion. Is this what you wanted? I`m just asking cause i am not sure if there has to be an explosion or not. Afterall: Really nice Map.
 
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Paulchen Panzer

FNG / Fresh Meat
Dec 14, 2012
442
0
0
Hamburg
www.44id.de
Bots will be fixed. The explosion is the smoke, did you want a fireball?

When you ask me...i`m not sure what happends in real life when a Stuka drops a Bomb in the snow like on the Map. Me formyself i would prefer an explosion. I loved the kind you did these little Artworks on Zhukovka.
But: When this is causing issues on the map or slows down the performance...then not. But...dam...yes...cause you`ve set an absolute fantastic realistic Scenario to this Map which atmosphere tolds me that this is real. I was hoping that the Bombersquadrons drop their Bomblayers too. This was really fantastic cinema when i saw it on one of your maps.

Stukas Bombexplosion:
Yes - When it is not too much work for you and for the technician aspect ok to implement it without causing problems or starting the map to become lagging.

Bombsquadron Bomblayers: Yes - When it is not too much work for you and for the technician aspect ok to implement it without causing problems or starting the map to become lagging.

Tanks:
Yes - Please add Tanks on both Sides. At least one on the Russian Side please.

Spawns: After loosing the D-Capzone the Redscreen for Combatzone is/can be, a little too big. It`s about one, with luck two seconds to get in the save Zone cause the Terrain is really large.
 

titsmcgee852

FNG / Fresh Meat
Feb 27, 2013
696
0
0
What was a nightmare about it? What direction were people approaching? Are you sure your team didn't just suck? These details I need to know. Did you capture it in the end? How did the rest of the round go?
The left flank of the building poses a good opportunity but it was just too hard to get to because you need to cross rather open, and yeah it's a definite possibility that the team might just sucked so I will continue to report back when we play it. We were there for about 10-15 minutes and then the match ended, we didn't cap it. I was only on the server for that cap.
 

eXplosetoi

FNG / Fresh Meat
Apr 6, 2012
327
0
0
Thanx again Psychopigeon.
Another exciting map.
Played first version with 30 good players.
For 4 rounds...no gameplay problem at all.
Really great idea to dig into FallenFighters.
Keep it hard...

Just experienced texture showing at last moment on several spots mainly entrance:

Picture from V2, far and close:
 

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