Mike Nomad
12-30-2006, 06:40 AM
From Slyk & the AHGN RO Crew;
I felt it was time to post some screen shots of my current project. I have been making a lot of changes over the last few days, including going for a darker, more gloomy atmosphere. I have changed out some terrain textures that have done a lot toward that goal. Performance is up as well and I have added nearly a dozen custom static mesh models. The objectives are cut to 9 total, three wide open ground for the vehicles, and six interior spaces where infantry only can cap, but armor can provide supporting fire to cover assaults or to interdict enemy reinforcements.
There is still quite a bit to go and I am waiting on some archival information directly from Volgograd, which may reach me within a month, no telling when but I will hope for the best. I have done all I can to match the true footprint of buildings at the time of the battle. I think for over 90% of the map, I am within two or three meters for actual building location and size. I used several sources to gauge placement etc. I have taken a few liberties, namely the anti-tank mound seen in a few shots, to help with performance. There are building texture changes that will be made as I go along. I also will be rebuilding a few structures.
There are precious few photographic and diagram resources available and as I can acquire them directly from Russia, I will modify every aspect that can be verified. I am trying to do the best I can with what information I have collected...which is easily as much time in research as development. This project has been one of love or manic-obsession since 'MoHaa-Spearhead'. I am thrilled to have it nearing completion.
The beta-1 release may come around January 15 and will include several random-spawning 45mm AT Guns for the Russian defense. Current vehicle loadouts are: (1) PzIVF, (1) Stug, and (2) Half-tracks for the Germans; (1) T34/76, and (7) random 45mm AT Gun locations with (3) possible locations to start each round and (4) tied to the secondary spawn locations for the Russians.
More information to follow.
The main entry
http://forums.raidersmerciless.com/regulars/slyk/twt1.jpg
Looking into the factory complex, view east toward the Volga
http://forums.raidersmerciless.com/regulars/slyk/twt2.jpg
Part of the rail yard
http://forums.raidersmerciless.com/regulars/slyk/twt3.jpg
Front facade of the main administration building, scene of bloody fighting
http://forums.raidersmerciless.com/regulars/slyk/twt4.jpg
Looking out from the admin building toward the main gate
http://forums.raidersmerciless.com/regulars/slyk/twt5.jpg
Interior hallways, barricades and improvised holes connecting offices
http://forums.raidersmerciless.com/regulars/slyk/twt6.jpg
Looking west from the administration second floor
http://forums.raidersmerciless.com/regulars/slyk/twt7.jpg
Looking west from the main gate, over the 'commons' areas
http://forums.raidersmerciless.com/regulars/slyk/twt8.jpg
A view east from the 'commons' toward the main gate
http://forums.raidersmerciless.com/regulars/slyk/twt9.jpg
A burning apartment at the west end of the playable area, just outside the German spawn
http://forums.raidersmerciless.com/regulars/slyk/twt10.jpg
I felt it was time to post some screen shots of my current project. I have been making a lot of changes over the last few days, including going for a darker, more gloomy atmosphere. I have changed out some terrain textures that have done a lot toward that goal. Performance is up as well and I have added nearly a dozen custom static mesh models. The objectives are cut to 9 total, three wide open ground for the vehicles, and six interior spaces where infantry only can cap, but armor can provide supporting fire to cover assaults or to interdict enemy reinforcements.
There is still quite a bit to go and I am waiting on some archival information directly from Volgograd, which may reach me within a month, no telling when but I will hope for the best. I have done all I can to match the true footprint of buildings at the time of the battle. I think for over 90% of the map, I am within two or three meters for actual building location and size. I used several sources to gauge placement etc. I have taken a few liberties, namely the anti-tank mound seen in a few shots, to help with performance. There are building texture changes that will be made as I go along. I also will be rebuilding a few structures.
There are precious few photographic and diagram resources available and as I can acquire them directly from Russia, I will modify every aspect that can be verified. I am trying to do the best I can with what information I have collected...which is easily as much time in research as development. This project has been one of love or manic-obsession since 'MoHaa-Spearhead'. I am thrilled to have it nearing completion.
The beta-1 release may come around January 15 and will include several random-spawning 45mm AT Guns for the Russian defense. Current vehicle loadouts are: (1) PzIVF, (1) Stug, and (2) Half-tracks for the Germans; (1) T34/76, and (7) random 45mm AT Gun locations with (3) possible locations to start each round and (4) tied to the secondary spawn locations for the Russians.
More information to follow.
The main entry
http://forums.raidersmerciless.com/regulars/slyk/twt1.jpg
Looking into the factory complex, view east toward the Volga
http://forums.raidersmerciless.com/regulars/slyk/twt2.jpg
Part of the rail yard
http://forums.raidersmerciless.com/regulars/slyk/twt3.jpg
Front facade of the main administration building, scene of bloody fighting
http://forums.raidersmerciless.com/regulars/slyk/twt4.jpg
Looking out from the admin building toward the main gate
http://forums.raidersmerciless.com/regulars/slyk/twt5.jpg
Interior hallways, barricades and improvised holes connecting offices
http://forums.raidersmerciless.com/regulars/slyk/twt6.jpg
Looking west from the administration second floor
http://forums.raidersmerciless.com/regulars/slyk/twt7.jpg
Looking west from the main gate, over the 'commons' areas
http://forums.raidersmerciless.com/regulars/slyk/twt8.jpg
A view east from the 'commons' toward the main gate
http://forums.raidersmerciless.com/regulars/slyk/twt9.jpg
A burning apartment at the west end of the playable area, just outside the German spawn
http://forums.raidersmerciless.com/regulars/slyk/twt10.jpg