RO2 TE-StalingradKessel1943

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Feb 23, 2012
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Great work. In RO OST we had also some Kessel_extended version I can remember. :D

To the map itselfe:
I really would prefer this on vanilla day light.
Played last time some StalingradKessel night map, dont know if it was yours allready, but fun looks different for me.
Its not SplinterCell, not a stealth game.

Secondly, add some stuff there.
For example in this very long floor with these big windows.
Its a factory area, everything has a reason there, otherwise it will be some CS-arena ;)

And did you think about to add AT-rifles?

Yeah, I know, I sound really hard, but I mean it honestly as productive critic.
+daytime +added stuff +AT-rifle = very nice map !
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
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First off all any critics except insults are welcome.

The reason I swapped for a night time setting was that there are simply to few good night maps out there. It's not totally about stealth but RO2 is far from Rambo and Call of Duty just rushing through the level guns blazing.

The cover of darkness allows for different gameplay than the day version did. You can't just rattle everyone down with an MG anymore as an automatic weapon makes you shine like a Christmas tree.
I can see inside the buildings, surely not like on bright day maps like Pavlovs and I have my brightness set at around 33%


The walkway with the windows is simply a connection between the two buildings. You can't put heavy industry machines there. There are not enough support columns below it.

AT rifles? Why? For killing humans? If you are referring to the Brencarrier, well, as a defender just kill a Soviet combat engineer and grab his satchel. That was the whole idea behind not handing out an AT class to Germans when on defense.
The Germans are missing an Sdkfz when attacking that is true. I will add one soon
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
Okay ...
With me it runs fine both in SDK and in the Workshop.
Texture packages have stayed the same, no changes.

Is it actually reproducible or is RO just choking on a few wrong bytes?
 

Cat_in_da_Hat

FNG / Fresh Meat
Dec 11, 2006
1,749
115
0
Okay ...
With me it runs fine both in SDK and in the Workshop.
Texture packages have stayed the same, no changes.

Is it actually reproducible or is RO just choking on a few wrong bytes?

Was reproducible just then on Aussie / NZ. There are no separate mesh files or anything else?
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
no, nothing additional, the only additional thing is a sound which should surely not affect the textures. I'm sitting confused here as I do not know what could be wrong.
Is the download corrupted?
 

nymets1104

Active member
Dec 18, 2012
2,432
24
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USA
Did you use any meshes or materials from outside packafe and then save the stock package? If so, map will appear fine locally but may have missing textures when hosted on server
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
The map is the same as B2/3 apart from more fire barrels and a blocking volume to deny an exploit. Everything else is the same.
Are you also having the problem mate?
 

nymets1104

Active member
Dec 18, 2012
2,432
24
38
USA
The map is the same as B2/3 apart from more fire barrels and a blocking volume to deny an exploit. Everything else is the same.
Are you also having the problem mate?

I havent tried B4 yet, will download later and give it a go. Might just need a rebrew?
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
yeah, probably the easiest way to do before we are just pushing pencils around. :) It's a PC after all, they do stupid things at times too, they got character. :D
 

nymets1104

Active member
Dec 18, 2012
2,432
24
38
USA
OK yes, downloaded B4 and it has no materials whatsoever..
Spoiler!


This is playing through steam workshop on local computer, not server.

I would rebrew and try again if you are sure that you did not change anything or any file references to the map