TE-Zhukovka

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G_Sajer

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

Your map was featured in the Crucible event on Tues. The Russian approaches are a lot more difficult to spot and anticipate now. With higher player counts, I could see this map as being a real enjoyable uproar.
 

Kowalczyk

FNG / Fresh Meat
Sep 9, 2011
484
25
0
Epic map, with a flavour reminiscent of Spartanovka, but grittier. I only played it with bots, but it looked like a great layout and the planes going overhead dropping bombs at those two places was great. Thanks for making it!
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
Thanks, I probably won't be updating it again though as the amount of work needed to make it a worthwhile submission for the contest means a redesign in some parts. It was my first map and I learned a lot, a map doesn't have to be big to be fun, I thought I wanted an RO1 feel but this game is more fast paced and players want to get in the action quicker. You can achieve this and still have scale.
 

G_Sajer

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

Whatever you choose to do, this map will be parked on Crucible. From my point of view, it presents the ultimate challenge for a Russian TL. Beautiful map.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
No I don't support it any more, I deleted it off workshop as it allowed me to upload a different map, I work on new maps using what I've learned instead. You can still download manually.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
I like it as well, at least the few times I've been able to play it.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
I didn't submit it, too big, too many performance issues, would have taken weeks of work when I had Streets and KitaJima to finish
 

Rivimies

FNG / Fresh Meat
Jun 29, 2013
198
2
0
No idea what you mean by reinforcement bug. Other servers don't have the problem with reinforcements

I believe I was there as well. We played as Allies. Axis players never respawned. After a while, there was only Allies players on map. We ran around for a while. No capping took place however. After some time all players disconnected, it was no idea to wait to time run out.