RO2 What is your opinion about the new map?

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PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,295
386
83
In Unreal
Post your feedback on what you like and dislike about the new map.

Is it too small? Too large? Should it be like Barashka/Arad?
 
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nymets1104

Active member
Dec 18, 2012
2,432
24
38
USA
I liked the Combined Arms Feel and it felt like the tanks were balanced on both sides. I really liked the vegetation and especially those swaying trees! I played one round as Allies and we had a good TL so we pushed through the caps fairly well. It seemed like we got Arty every 2 mins or so but I cant confirm. The size felt appropriate even with the tanks. I wasn't getting panzer sniped at 230 meters like I do endlessly in Barashka. Just as we started to Cap last Objective...ROGame.exe Stopped Working so that's all I know for now...

Overall it felt like a RO2 map made by a RS mapper...if that makes sense. But it worked for me.
 
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LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
I played it 5 times yesterday, once as Axis, the rest Allied. On 4 rounds, Allies didn't get past A & B and on the other, we had a good commander and made it @ halfway. I won't claim that it's unbalanced at this point as it's early and people haven't figured out the map or strategy yet.

So, my comments are limited to only the areas I played unfortunately.

A&B are very RS-like, Axis with their darker uniforms are harder to see and they have elevated positions, giving them an advantage here. The atmosphere is great, the swaying vegetation and flying birds play tricks with your eyes, making movement harder to spot. It was frustrating as Allied that many of the small elevated hillocks are blocked off, as they would make great places for MG's and others to set up.

The next caps have great trenches and structures.

I only made it to the ruins once.

Overall, A&B seem difficult for Allies, with arty and flanking tanks, you can succeed at taking them. The following caps are much easier. It's a fairly wide map, like many other HOS maps, there seems to be interesting terrain on the sides that isn't utilized as the caps are centered and linear.
 
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Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
123
0
Havent played it that much to give a good opinion, but i have noticed that the map is really really bright! And its not my configuration, because the other maps in the game look normal.
 

The_Wanderer

FNG / Fresh Meat
Aug 28, 2012
74
0
0
Finland
So far I've liked it. But I need more time to play on it to do a final judgement on it. What I can say already is that I like it aesthetically.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
I'm liking it more as I play it, although I have seen the tank/reinf bug render it unplayable at times.

I've yet to see attackers win it, although I think as play matures on it, we will. It was the same for Bridges, Winterwald or Rackowitz. It takes a while to figure out a successful strategy. Attackers seem to have frequent arty, that seems to be a key.
 

Jank

FNG / Fresh Meat
Jun 6, 2007
1,188
8
0
Redwood City, CA, USA
First time I played it was this weekend, we won as attackers just before time ran out.


Played it again, also as attackers, but stalled out just past the two bridges.


I didn't think it was the least bit brighter than any other sunlit daytime map. I dunno, I saw the gamma-issue screenshots before I played it, but in-game it sure didn't give me the impression of being any different. Most definitely not a lot different.


I liked the design, tons of cover, cool emplacements, nice wide flanks. Most emplacements I didn't see used very well by the defenders, but I haven't played axis on it yet so I'm not sure why.


It's got wetlands, trenches, bunkers, bridges, open areas, a hill, villages, a warehouse. And tons of cover and defilade and foliage all over the place.


Maybe some small time/tickets tweaks could be called for, but I haven't enough experience on it yet to have a firm opinion in that regard.


A masterful effort, in my opinion.
 

i8pptu

Member
Apr 25, 2011
417
6
18
Yeah, as Jank has already mentioned the first thing I noticed after playing it a few times was that it changed as you went through the map. Starting with the swamp, then to the bunkers, then to the village, then to the bridge and then to the runway.


A lot of really cool things going on, on this map. I feel like this is the map some of the people have been waiting for before bridges.
 

sjonno

FNG / Fresh Meat
Jun 4, 2013
5
0
0
It's a lovely complicated map. Almost every class can shine, tons of flanking opportunities. The tanking on this map is quite a joy as well, you really need to watch out a a lot for engineers.
I generally love maps with a forest component in it.
 

TovarishTony

FNG / Fresh Meat
May 19, 2014
63
0
0
The map is so good and the only flaw of that map is that 25 minutes is too short so make it like 30 mins instead just like Tula
 

titsmcgee852

FNG / Fresh Meat
Feb 27, 2013
696
0
0
IMO this is the kind of map that TWI should have been making all along. Excellent map. Could do with a bit more time, though.
 

SRTP-14

FNG / Fresh Meat
Nov 12, 2014
101
4
0
I hate - forest(it looks bad on UE3), "fog"(visibility of 100 meters, blood from eye), useless trenches and bunkers(quick death). Standard buildings of other maps. Stalingrad is a city, not a forest.

Two weeks later, no one will play Demyansk, as nobody plays Tula.
The game needs Zhitomir, Univermag and Odessa.

City. This.

 

SRTP-14

FNG / Fresh Meat
Nov 12, 2014
101
4
0
Only steppe.