The RO2 "Work In Progress" Video/Image Thread - All Welcome!

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worluk

FNG / Fresh Meat
Nov 21, 2005
2,226
85
0
Something I have been working on for a while. Had a forced break for almost three weeks as my house got pissed by a leaking heatsystem.

Don't know where the map will end. Sometimes feels like a to big piece to chew on. Anyway I decided to post some screens. Its an industrial area.

hm, saw the pics on your site recently. Feels a little "washed out" to me, not sure what it is, possibly the fog or lighting.
Still im sure it will turn out to be a great map :)
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
hm, saw the pics on your site recently. Feels a little "washed out" to me, not sure what it is, possibly the fog or lighting.

Guess its the fog density and sky. I'm not thrilled by the most skies and color to. Guess it will end with the bright day Spartanovka sky. But thats all for a later worry. Have to take care not to get lost in my enthousiasm and real possibilities. As It needs to be playable with good performance. Still the most important thing is its fun doing this.

Some large overview taken in the editor.

 
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dazman76

FNG / Fresh Meat
Aug 23, 2011
672
176
0
UK / Stalingrad
Looking great Drecks, nice work :) It does seem to have an overall yellow/orange tint at the moment, and like you say might benefit more from having a bright, clear sky.

Keep up the good work mate, looking forward to testing that out! :)
 

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
Happy New Years!!

Happy New Years!!

Should be ready for testing this coming week.


Any guess on the name? :D

Hint: RO1 :p

Spoiler!
 
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Reactions: marcinz and Nezzer

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
Awesome! But could you please leave the spawning on SL function disabled like Ogledow? :p





Yes, spawning on SL is disabled. also, i have no class set-up for tank-gunner, so AI won't spawn as one.




0 - 32 players -only 1 MKB/AVT per side

33 - 64 players - 2 MKB's/AVT's per side


No elite class. Still debating number of tanks.


All suggestions are welcomed.
 

Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
1,021
0
30
Porto Alegre, RS
Yes, spawning on SL is disabled. also, i have no class set-up for tank-gunner, so AI won't spawn as one.




0 - 32 players -only 1 MKB/AVT per side

33 - 64 players - 2 MKB's/AVT's per side


No elite class. Still debating number of tanks.


All suggestions are welcomed.
I'd rather have no MKBs/AVTs :D

The class distribution IMHO should be:
1 commander
2 SLs
2 MGs
2 ATs
2 engineers with bolt rifles
6 tank commanders (meaning 6 tanks for each team)
17 riflemen
EDIT: forgot about the tank crewmen, but that I'll leave up to you

That's for a full 64 player server, for 32 just divide all the non-rifleman classes by two. And is it possible to give the commander only a pistol to encourage him to stay back?
 
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-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
I'd rather have no MKBs/AVTs :D

The class distribution IMHO should be:
1 commander
2 SLs
2 MGs
2 ATs
2 engineers with bolt rifles
6 tank commanders (meaning 6 tanks for each team)
17 riflemen
EDIT: forgot about the tank crewmen, but that I'll leave up to you

That's for a full 64 player server, for 32 just divide all the non-rifleman classes by two. And is it possible to give the commander only a pistol to encourage him to stay back?



8 vs 8 = 2 tanks side

16 vs 16 = 4 tanks side

32 vs 32 = 6 tanks side


how is that for tank load out?