Mike Nomad
10-27-2007, 06:53 AM
From Divinehammer;
RO-Dubrava_Beta4
Finally I think I am close to calling this map practically ready for the distinction of Final. If all goes well this will be the last Beta. With Beta 3 there was goof on my part where I forgot to add a package that was needed this caused some confusion when installing on a server, for this I apologize.
Beta 4 should be problem free thanks to Mike_Nomad checking my deployment package and creating the redirects. Beta 4 is mostly about optimization and focusing gameplay I have also made a few changes to try to make scenes more realistic.If all goes well this will be the last Beta. The next map currently in the works is Lavry which is a map focused more for the 32 man servers I think mappers have neglected this large server demographic, Lavry will be a quick action map.
See below for Beta4 fixes.
Fixes made in Beta 4:
Shurek has created Beta3 of the mortar which now has a network relevant emitter on launch which is a nice effect.
removed unnecessary meshes and collisions for increased optimization
replaced the UC models with R2D2 driving for more common trucks and jeeps.
reduced or eliminated some emitters for optimaztion.
attempted to implement user feedback suggestions to add realism.
removed hole in backside bunker players were falling in and getting stuck.
removed some minor game play exploits around the trench area.
expanded russians spawn protection on second spawn.
some spawns will now have mine protection
removed some breakable glass for optimization
changed up some file names so they would not conflict with any DarkestHour content.
embeded some textures to slim up the deployment package.
added more zones and APS, fixed some that were not working correctly.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. Also as you can see he has been working hard on some great improvements.
Acknowledgements:
Lruce Bee thanks for the statics
DingBat for the satchel Spawner
Afterhourz crew for the AT gun
Fennich_FJR6 for the camo skin work. Very nice!
Drecks and Vivid thanks for a few borrowed structures
DrGuppy and UncleDrax for helping me with some issues and optimizations
Mike_Nomad for checking my deployment package and putting Dubrava in the RGN Rotation.
Thanks to all other servers running this map it is much appreciated.
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:
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:
This is a list of items that I feel may be a problem to the map and may need to be changed.
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, otherwise you are just wasting your
time.
PSA Announcement:
Mapping takes a large investment 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's a great deal of learning and technique behind the scenes to building maps.
SCREENSHOTS:
http://img206.imageshack.us/img206/6352/shot00022es3.th.jpg (http://img206.imageshack.us/my.php?image=shot00022es3.jpg) http://img180.imageshack.us/img180/5527/shot00026wb5.th.jpg (http://img180.imageshack.us/my.php?image=shot00026wb5.jpg) http://img206.imageshack.us/img206/4975/shot00027fu9.th.jpg (http://img206.imageshack.us/my.php?image=shot00027fu9.jpg)
Download Links:
MEGAUPLOAD (http://www.megaupload.com/?d=J6O5KD10)
FILEFRONT (http://hosted.filefront.com/DHammer/)
RO-Dubrava_Beta4
Finally I think I am close to calling this map practically ready for the distinction of Final. If all goes well this will be the last Beta. With Beta 3 there was goof on my part where I forgot to add a package that was needed this caused some confusion when installing on a server, for this I apologize.
Beta 4 should be problem free thanks to Mike_Nomad checking my deployment package and creating the redirects. Beta 4 is mostly about optimization and focusing gameplay I have also made a few changes to try to make scenes more realistic.If all goes well this will be the last Beta. The next map currently in the works is Lavry which is a map focused more for the 32 man servers I think mappers have neglected this large server demographic, Lavry will be a quick action map.
See below for Beta4 fixes.
Fixes made in Beta 4:
Shurek has created Beta3 of the mortar which now has a network relevant emitter on launch which is a nice effect.
removed unnecessary meshes and collisions for increased optimization
replaced the UC models with R2D2 driving for more common trucks and jeeps.
reduced or eliminated some emitters for optimaztion.
attempted to implement user feedback suggestions to add realism.
removed hole in backside bunker players were falling in and getting stuck.
removed some minor game play exploits around the trench area.
expanded russians spawn protection on second spawn.
some spawns will now have mine protection
removed some breakable glass for optimization
changed up some file names so they would not conflict with any DarkestHour content.
embeded some textures to slim up the deployment package.
added more zones and APS, fixed some that were not working correctly.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. Also as you can see he has been working hard on some great improvements.
Acknowledgements:
Lruce Bee thanks for the statics
DingBat for the satchel Spawner
Afterhourz crew for the AT gun
Fennich_FJR6 for the camo skin work. Very nice!
Drecks and Vivid thanks for a few borrowed structures
DrGuppy and UncleDrax for helping me with some issues and optimizations
Mike_Nomad for checking my deployment package and putting Dubrava in the RGN Rotation.
Thanks to all other servers running this map it is much appreciated.
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:
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:
This is a list of items that I feel may be a problem to the map and may need to be changed.
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, otherwise you are just wasting your
time.
PSA Announcement:
Mapping takes a large investment 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's a great deal of learning and technique behind the scenes to building maps.
SCREENSHOTS:
http://img206.imageshack.us/img206/6352/shot00022es3.th.jpg (http://img206.imageshack.us/my.php?image=shot00022es3.jpg) http://img180.imageshack.us/img180/5527/shot00026wb5.th.jpg (http://img180.imageshack.us/my.php?image=shot00026wb5.jpg) http://img206.imageshack.us/img206/4975/shot00027fu9.th.jpg (http://img206.imageshack.us/my.php?image=shot00027fu9.jpg)
Download Links:
MEGAUPLOAD (http://www.megaupload.com/?d=J6O5KD10)
FILEFRONT (http://hosted.filefront.com/DHammer/)