US against Germany maps?

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Nilsson

FNG / Fresh Meat
Apr 26, 2007
164
11
0
Deutschland
www.dor-clan.de.nr
Adding these fronts could turn RO in a complete WW2 game with all major warfronts. This could be interesting from a marketing standpoint.


I personaly would also love to see Brits/France vs Germans 1940 area.
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
1,433
0
33
Falmouth UK
I think western front could be very interesting for another mapping contest.
Then germans vs soviets and the us vs germans could both be featured.
 
Last edited:

Mazryonh

FNG / Fresh Meat
Dec 5, 2012
199
0
0
I think western front could be very interesting for another mapping contest.
Then germans vs soviets and the us vs germans could both be featured.

Yeah, I'm itching to play with the German MG42 already. The STG44 and the Gewehr 43 will also be welcome additions, but they're already in the vanilla HoS game (just in older models) so they won't be as new as the 1200-rounds-per-minute MG42 will be.

Although I am interested in just how the M1-Garand-vs.-Kar 98k balance will work out . . .
 

Ftmch

FNG / Fresh Meat
Jul 2, 2011
136
4
0
Sweden

[RS]Ol_Sniper

FNG / Fresh Meat
Aug 13, 2011
145
6
0
Massachusetts, USA
I'm confused, doesn't this game format already exist in the form of Darkest Hour Europe '44-'45?
Also, Rising Storm, does that sound like a German front to anyone else?
 

Mazryonh

FNG / Fresh Meat
Dec 5, 2012
199
0
0
Also, Rising Storm, does that sound like a German front to anyone else?

No, but it would be good for TWI to release more stand-alone expansion packs that sell well. Most of the player character and weapons assets for such a US vs. Germany front already exist, or will be shortly created (in Rising Storm). And "Storm" could just as easily refer to a "Storm of War" hanging over any location people see fit to maim and kill each other over, en masse. If you wanted to make the subtitle Japanese-specific, you could either use the Japanese language or call it something like "Shattered Sun" to refer to the destruction of the Japanese Empire, since they used a lot of the "Rising Sun" imagery in their national emblems and flag. You could even give it a logo like a Bald Eagle silhouetted against a red circle and call it "Shrouded Sun," referring to how the American forces overcome the Imperial Japanese Army and eventually blot the Japanese Empire from the face of history.

I'm confused, doesn't this game format already exist in the form of Darkest Hour Europe '44-'45?

Some of us like the RO2 formula better. Just because one game already covers the subject material doesn't mean it can't be done better or in a way that caters to another audience. Otherwise, we'd all still be playing a title like Call of Duty: World at War instead for our WWII FPS gaming fix.
 
Last edited:

[RS]Ol_Sniper

FNG / Fresh Meat
Aug 13, 2011
145
6
0
Massachusetts, USA
Maz, I hear ya....really I do and I would love to see TWI or even the team I work with now take on a project like that. BUT, it isn't as simple as...all the material already exists, use that.

There are tons of things that the average gamer never sees. Sure we can read the blogs and gamer sites and even have some very knowledgable gamers pipe up on forums but I will tell you right now having gone through the COD series with a test group called The Visioneers and now working with the RS team, there is more to making a game than just well it exists, use it.

The dev team has spent hours, more hours I can say than most gamers play this game, studying the history behind what they are trying to convey, poring over maps, images from battles, reading texts about the battles, etc.
Sure, we have some great modders in our community, ask them how long it takes to make a realistic map with all the assets available, now do it from scratch and make 6, 7, 10 or even more maps to go along with the WHOLE package.

Give it time, we have some great mod teams in this community, so let's see what they can do.
 

gyps

FNG / Fresh Meat
May 5, 2009
822
73
0
Bear with us as we obvisiously dont understand whats envolved we assumed as there are US models weapons etc and the same for axis - so these just cant be combined on a map ?

could you enlighten us as to what would be involved in doing this ?
 

Mazryonh

FNG / Fresh Meat
Dec 5, 2012
199
0
0
Maz, I hear ya....really I do and I would love to see TWI or even the team I work with now take on a project like that. BUT, it isn't as simple as...all the material already exists, use that.

I knew that already, which is why I mentioned that only the player character and weapons assets already exist for a US vs. Germany expansion pack (or even a Germany vs. a counter-attacking Red Army expansion pack). It's not like the Wehrmacht and the US Army/Marines were using vastly different weapons and uniforms between the timeline of the Battle of Stalingrad/Pacific Campaign and the European Campaign--the weapons, most of the player character models, plus most of their non-taunt voice clips, can be reused.

I am well aware that the majority of the work required for such a standalone expansion pack would largely lie in the mapping and balance areas. The maps would have to be built from scratch (with appropriate adherence to the historical terrain and layout at the time of the battle in question), with objectives/stationary weapons/radios placed in balanced locations, along with suitable "You are leaving the combat area!" boundaries placed (people still quibble about this for some maps). Commander abilities would have to be created & balanced, and the maps themselves coming in various versions to match the needs of different gameplay modes. No single location on the map should allow someone to camp indefinitely while killing hostiles from all directions. Enough destructible locations should be implemented to allow forces to flank or force out entrenched enemies. And that's even before implementing tanks and limits on where they're allowed to go or what they're allowed to knock down.

Not all of us are ignorant about the demands of game design/development. :)
 
Last edited: