RO2 TE-StalingradKessel1943

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StmRtn

FNG / Fresh Meat
Aug 4, 2014
283
9
0
Finland
Played this map today at 40 -1 (equals 39). The map is really dark, needs burning stuff to add lights :D.

And another thing, are players meant to be able to get to H 7 from the map grid, or did I just found out an ''exploit'' ?.
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
Played this map today at 40 -1 (equals 39). The map is really dark, needs burning stuff to add lights :D.

And another thing, are players meant to be able to get to H 7 from the map grid, or did I just found out an ''exploit'' ?.




I also believe that many players are not used to darker maps and instantly want their NVG's.
But it's true, it is sadly a bit too dark. :(

An updated version with lightning closer to Red October Factory is already in the bakery. I noticed that the darkness is too much for a multiplayer map, SP would have been nice though.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
Granted, I only joined with enough time for the last objective, but I really liked how dark it was. It's middle of the night dark. You have to id players by their silhouettes, pretty cool. I think some illumination inside is fine so you don't get stuck or bash into things, but keep it as dark as it is outside. Those muzzle flashes.... :)

If you feel you want it lighter, maybe a very little moonglow?
 
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=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,791
890
0
56
Newton, NJ
Bummer as I like darker maps to add variety.

But you must do what you feel will make the map get played. Perhaps when finished have a darker version for those servers that might want to run it (StalingradKesselMidnight1943)?
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
maybe you are right and I am too hasty there as ppl just don't know the map and therefore don't know how to play it.
I'm tuning the darkness up a bit so you can see a bit better, but I scrapped the idea to go for fullmoon light.

EDIT: TheDominantDirectionalLight was set to 0.5 in the first version, I now try out 1.0, to see if it adds a little more light but does not affect the charm of the night.
I think I indeed was too hasty as there is always people who always complain. Particularly when they are used to the stock map and then they get killed from a new spot.
I'm building it while I am at university, so when I get home I can cook it and put the new version link here.
 
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=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,791
890
0
56
Newton, NJ
I think I indeed was too hasty as there is always people who always complain. Particularly when they are used to the stock map and then they get killed from a new spot.
I'm building it while I am at university, so when I get home I can cook it and put the new version link here.

Yeah, give it some play time and wait for more feedback. A good majority of casual pub players are too ready to complain when they run into something that is unfamiliar and they die quicker than normal. Within a couple of minutes they will be saying a map sucks... without really giving it a chance.

Those type of people :rolleyes:
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
Agreed.

I like that fact that the lighting is different, regardless of all the other changes, it sets it apart. Give it some time and see how it plays.

if there's that much whining, you could always make a day light version as well.
 

Twrecks

Active member
Dec 28, 2011
1,241
10
38
Ventura, California
You can try adding a "skylight actor", instead of bumping the domdirlight. It will radiate more like reflected light from clouds, and soft cast into windows. Alternatively you can add static mesh sheets that are self illuminated and hidden in game, like those inside the windows in Barracks.
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
I'm currently building the map with 10.00 instead of 0.5, this should increase enough, maybe even too much. It will surely take time to improve something that I actually already like. Sadly however public reign the servers and they want NVG's for night or at best bright day light.
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
I went for a lighter version now with moon light, the buildings inside are still quite dark and the firebarrels are the only light source inside.
This is a accommodation to the wish to brighten the map up and for those who enjoy the darkness, the buildings waiting for you and your tent. :D
The only thing I was unable to add in was a moon sickle like in RedOctober

I PM Mord about the new version for 40-1 also.

StalingradKessel1943_B2
 

StmRtn

FNG / Fresh Meat
Aug 4, 2014
283
9
0
Finland
Now the lighting looks fine, atleast for me.

But, are players suppose to get to this roof ?.

5620B2F11D5F7BFFAFCA7E80A0F6F1CB55C32765
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
Actually it's not planned as people can see the end of the map this way. :D
Is it any good gameplay-wise? If so, I will add more buildings so it doesn't look so empty. :D
 

StmRtn

FNG / Fresh Meat
Aug 4, 2014
283
9
0
Finland
Actually it's not planned as people can see the end of the map this way. :D
Is it any good gameplay-wise? If so, I will add more buildings so it doesn't look so empty. :D

Well, I dont mind seeing the end of the map from that roof, but gameplay-wise, does it give too much advantage for attackers, as they can pin down defenders to their spawns from there ?.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
I've spawned a couple of times and not realized I've spawned since it was pitch dark.... :p The overall brightness is fine, but it could use a few lights in some buildings, the one on the way to C with the half round face for example.

I think people are messing with their settings already with this map which is annoying.
 

-Moody-

Active member
Feb 8, 2014
625
31
28
www.youtube.com
I actually like night maps with realistic darkness. However it was always a problem for many game developers to get those through. If you want to make it really realistically dark and don't want gamme to win you could experiment with a black fog which you can't see at default darkness since it is black. As mentoined in the "Gamme To Win" thread.

But if you want to critizise another bit (and I've just seen these screenshots with the rooftop):

I'm not really into UE3 mapping but in my opinion the lightning is way to brown. Nights are not brown. Desaturated colors are the case with a small dip of blue. Another problem would be the fog brighten everything up. Thats why the lightning isn't realistic for me.
 

Twrecks

Active member
Dec 28, 2011
1,241
10
38
Ventura, California
One way to kill the gamma hackers is to make some brightly lit areas in the map. Like some interiors that are well lit (electric lights) and search lights/raging fires on the outside. These lit areas would become unplayable with gamma turned up, forcing "normal" settings. The added benefit is the contrast in play/fight zones making them unique and giving the map diversity without adding geometry. Map could still be "dark/night" for the most part.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
This is a great idea.

The initial spawns and then a couple of other often traveled spots?
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
I added the firebarrels for two reasons, one being "natural" lightning and the other to make the dark rooms have a BF3 mag light! :D