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Mike Nomad
07-23-2007, 07:21 AM
From; Divinehammer

Dubrava Beta 1

Special Thanks to:

Shurek big thanks for helping with optimization and especially the mortar system and coding. Took a load off of me getting this map finished.
Lruce Bee thanks for the statics
DingBat for the satchel Spawner
Afterhourz crew for the AT gun
Drecks and Vivid thanks for a few borrowed structures
DrGuppy and UncleDrax for helping me with some issues
Thanks to all other forum posters that have answered my incessant questions and helping me to solve issues in the creation of this map.History and Setting:
This Maps name I pulled from just looking around in Google earth and a suggestion I believe from dogbadger. I think it is actually a real town in the Kursk Oblast but I don’t even know if a railroad goes through it. The battle though was designed to just be plausible and is not meant to be modeled after any actual event. If you do have historical credence for this battle please send it to me.

This is a small unit action involving a German mechanized assault on a Russian Rail depot the purpose being to capture the fuel depot to keep the Nazi treads turning. The Rail depot doubles as a Russian artillery post and is therefore supported with a small infantry contingent. German infantry must assault over mostly open ground and overwhelm the dug in Russians after which they will assault and capture the assets of the depot itself.

This engagement is combined arms transitioning into Infantry only combat where SMGs and Rifles will have an equal role in combat.

How the map was designed to be played:
First and foremost my intent was to try and encourage teamwork. As the Germans the team must form up early. Drivers of the halftracks should wait and try to fill their tracks as much as possible. If you don’t like riding it is a long run I assure you. The first assault is your best bet you will be covered by an artillery smoke barrage on your approach you must overwhelm the trench with much force to grab a foothold and the first objective. Halftrack MGs should wait till the last moments to cover the assault and not telegraph their position, friendly fire will be a strong possibility so be careful.

The Russians meanwhile must hunker down and repel the assault. They will have one AT gun at their disposal. When hope is lost the Russians may want to fall back into the tunnels and do a fighting retreat. After the first obj is captured Russian Reinforcements will spawn inside the depot where they should be setting up their defenses to repel the Germans when they clear the tunnels. After clearing the tunnels Satchels will be provided to the Germans to gain access to the Train Depot. The battle rages on.

The battle after this point is various kinds of combat. There are some good firing positions but they do not allow you to necessarily keep or take objectives. Towards the end of the battle the Russians must decide which objective they would like to defend and must juggle the amounts of reinforcements accordingly to adequately defend each objective. We will see how this plays out for Beta1 it may end in a stalemate or teeter-totter effect.

Class Load outs:
Squad leaders have been given less ammo to get those that know how to run this class into the spot and discourage those just wanting an SMG. SMGs for SL may be done away with or reduced to 1 clip we will see what is wanted. I think that the consensus has been to leave SL to 3smg clips and 2 pistol clips.

Reinforcements have been set 450 Germans 350 Russians we will see how that goes.

Time is 35 minutes.

Issues that may need to be changed:
I may have an issue with a texture package which would be Lruce_Docks_T it is also at the download location. Most people should have this package already. Noobs may not so if the map does not work for you in practice mode this is probably the culprit, get it and put it in the textures folder. Servers take note that this may be an issue if you are not already passing this file out. I am working on eliminating the need for this extra package.

This is a list of items that I feel may be a problem to the map and may need to be changed.

Time limit of the battle for beta1 it will be long not sure how the map will play out. 35 minutes.
Classes and soldier load outs some are experimental and the quantities may not be rounded out enough.
Russian trench defenses may not be adequate enough. (It is not intended for the Russians to hold the trench the entire game)
Russians should not be able to escape the first Trench it was designed for them be kept inside of it.
Escaping outside of the walls of the train depot should not be possible please report this abuse.As always, feedback is appreciated please be constructive with your comments.

PSA Announcement:
Mapping takes an investment of a lot of free time please be supportive of mappers who have given their time to bring you more battlegrounds. Even if a map is crappy the next one they make may be a classic there is a lot of learning and technique behind the scenes to building maps.

Link to see some screenshots:
http://www.redorchestragame.com/forum/showthread.php?t=17194&highlight=dubrava
LINK FOR DOWNLOAD:
http://hosted.filefront.com/DHammer/

Mike Nomad
07-23-2007, 01:43 PM
OK Peeps..... listen up!!

This is the second HOT map we've gotten in so many days..... Later today, I'll be posting screen shots of MINOR sniglets that need attention. Overall this map is very close to ready. Mucho Fun on this puppy too!!

Mike Nomad
07-24-2007, 05:25 AM
As promised, the screenshots of the minor glitches we found while playing this excellent map most of yesterday.

http://www.raidersmerciless.com/images/dubrava/db01.jpg
Above, this is the mound between the Machine Shop and the KV1 - the grass collision brushes are not turned off.
http://www.raidersmerciless.com/images/dubrava/db02.jpg
The pics above and below depict another grass collision brush that traps a player in a corner of a wall and steps by the bar at the Gateway
http://www.raidersmerciless.com/images/dubrava/db03.jpg

http://www.raidersmerciless.com/images/dubrava/db04.jpg
The pics above and below depict the ramps being not connected to the floor they lead to...
http://www.raidersmerciless.com/images/dubrava/db05.jpg

http://www.raidersmerciless.com/images/dubrava/db06.jpg
The red brick building to the north of the gateway, the western end of this building, the windows are apart from the building.. you can walk behind and through them..

Dubrava is excellent.. please, leave the lighting alone in the Fuel Depot.. it makes for superb, suspense filled battles inside that building. The tufts of grass all throughout the map need the collision brushes turned off. The propaganda sign from Hedgehog can get gone and the out of place grafx from LyesKrovy is like a sore thumb. All petty but nonetheless, they detract from an otherwise excellent appearing and highly playable map. The custom buildings are outstanding. FPS was good throughout the map. Balance is fine and the entertainment factor of the map is top notch.
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Comments from Tru3Slaughter;

Great work so far, had a blast playing it all day. Besides the few collision brush problems this is a really nice map. A few of the problems I noticed is;

the allies can't recap the machine shop even tho it's listed as such on their objectives.
when trying to use the AT gun, the screen goes black and you have to mousewheel to the third person view to see, you never get the rangefinder view. That might be an ahz gun issue.
if you crawl beneath the Kv1's and stand you are inside the tank somewhere.
the stairs outside the allies spawn makes it easy for spawn rapingMany good battles at the fuel depot and front gate. Most if not all the brush problems are in the train area, I'll call it the ramp going to the building with crates next to rail cars, the cement walkway between rail cars at the end of the walkway in middle you get hung up, going left after that at the opening in last fence heading towards the long red building hung up by low grass long red building has some floating windows. keep up the good work I really enjoy this map.
___________________

DivineHammer, this map is a winner. :wink1:

ps; many thanks to the Dave and his crew, Bloody Mess, Mops3, all the players and Tru3slaughter for their help and understanding as we went through this map repeatedly.

We did so because we selfishly enjoyed ourselves thoroughly while playing the map. :d

Rebel_US
07-25-2007, 10:03 AM
Had a chance to play this when it was hot off the presses...and 1st impressions; WOW! This thing has ALOT of potential!!!

Besides a few collision probs (noted above) the detail of the map is superb.

One area I had problems with - as half-tracks approach the German left side of the trenches (Russian right) - coming thru the wheat fields and trying to make the turns - the HT appears to 'skid' and get stuck momentarily. Whether designed that way or a 'flaw', I am not sure...but it is noticable. If it IS a flaw - whatever is causing it could possibly be used on other maps as a mud pit(typical redneck thinking, huh?).

=GG= Mr Moe
07-26-2007, 07:02 AM
It does look really good, but I have been mostly busy with RL lately to even play for more than a half hour a night lately. Hope to try this this weekend. :wink1:

Mike Nomad
07-27-2007, 03:52 PM
Moe, This map is the epitome.... of Infantry Combat..... it offers true spine tingling action. :d