View Full Version : The Road to Orel
01-17-2007, 12:25 PM
This map is much improved over the previous version(s).
shorter driving distances
improved distance vision
background wind noise gets nauseating after playing the map for a while i had to take off headphones, started feeling sick to my stomach :confused: Simply put, its overpowering..Problems Found:
Spelling Hoth heights on map Horth on objective overhead listing - should be North
Church location on map doesn't coincide with overhead
In the ruins the first ladder doesn't connect to the landing but you can jump the space The second floor ladder is missing so you can't get to arty radio
while in west field and looking thru drivers view port doors on buildings flicker this is not noticeable when on foot or looking out the hatch.Other than those few items, I really like this version. It will take some practice to keep from getting lost and get the original out of my head :wink1:
P.S. it seems to take a long time to load. Longer than any other map. Please check the map's optimization.
01-17-2007, 01:29 PM
Absolutely on the money I'll add one item I found.... only one floating tree.. outside of Northbridge on the way to the Church... only one. :)
And.... another going from the Church to the Ruins on the left hand side.
Bot parked in house in East Field..... Found by Jackboots.
Staircases at the ruins tower are not complete
One minor cosmetic thing I should post about. The water to the left of the south lake bridge does not go completely into the shore/bank.
01-18-2007, 04:30 PM
FOUND: you can drive thru houses and the two houses on top at north and central heights have hole in map where you fall thru if you drive into side of the house. also in the same area the cap zones are only a few feet apart enabling u to cap both very quickly and not actually drive thru the villages themselves
01-19-2007, 08:25 AM
While I have verified the anomalies found, I must make it perfectly clear that the majority of the items found are cosmetic in nature and none are true game stoppers except those objective overlaps and the few areas where players get "stuck" or fall through the map.
As I've already seen, the lamers who cannot handle Tank warfare, are crying about the weapons loadout. Well, I find it ideal! Slashbot, please the only addition I'd like to see is the STG44 for the PanzerFuhrer Class. Its my favorite German Weapon.
Overall, the map itself is really quite handsome in that the scenery is a 100% improvement over previous versions...
I only hope Slashbot makes it abundantly clear his map is HIS - ie., Copyrighted and a HANDS-OFF to all the clowns that would deem it necessary to modify or as I call it; MAP RAPE, Road to Orel.
01-19-2007, 10:11 PM
Checked out the new version of Road to Orel tonight. Scenery, structures all look improved as does the terrain. I was there by myself this evening, hope to get some players there to really put it to the test, but small glitches aside, it looks "FUN"! :d OneShot
01-20-2007, 07:14 AM
This Weekend... Jan 20 and 21 will be last two days of the solo running of The Road to Orel B1 as a test... adfter this weekend, it'll go into our normal Combined Arms Server rotation.
The new Orel is excellent.. sure it needs a few minor item addressed, but ti plays well and the author is a great guy (Slashbot427) who is receptive to suggestions and gives due consideration to every suggestion.
Jump in this weekend and have a go at The Road to Orel!
01-20-2007, 10:22 AM
The Road to Orel is in test for everyone.... no exclusives, no favoritism.... no nonsense..... just join and go for it. No snubbing of Server Admins for whatever reason.
People can download it and place it on their servers from a number of sites.
01-22-2007, 09:43 AM
The Road to Orel is a major improvement over the previous release(s).
The few glitches and anomalies are listed here, in this thread. One thing I must stress, the map seems to take an inordinate amount of time to load both for the dedicated servers and users.
Once again, I find myself emphasizing that this release when completed, be © copyrighted by Slashbot427 and firmly protected against map rape.
All future releases of custom maps should be © copyrighted by their respective authors.
That means that Admins also must refrain from placing bogus versions on their servers. Remember, if the Admins elect to NOT support map raping by NOT running bogus, raped maps... the awful practice will come to a screeching halt.
02-20-2007, 01:38 PM
This is a good map. You really need an extra set of eyes in each tank looking for the enemy. Whoever sees first will usually win.
The only problem I foresee is the fact that you can arty enemy spawn areas from the church tower. This could lead to problems. The spawn areas may need to be sheilded from view with some hills or trees or both.
Even if this is done it will create choke points to be bombed.
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