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View Full Version : RO2 Custom Map RO-Sturgisov Farm


Mike Nomad
03-12-2007, 06:09 PM
From; Reservoir Dog:

Hello Red Orchestra community. I just wanted to say up front that I am new to mapping and this is my first map. I have played RO since it came out on Steam and have read the forums for quite a while now. I got into mapping a few months ago through a challenge from a friend. Its been alot of fun, frustration, and time consuming process. The process has been experiment and experiment. Let me also say that this forum has saved me hours/weeks. Overall, its been a joy.

Ok, now for the map. Sturgisov Farm is a close range combat for tanks/infantry. There are 4 neutral objectives in close proximity with each other. Each objective has its own defensive and offensive points. For example, the guard tower at the ammo depot can be climbed up into for sniping, reconning, setting artillery, or dropping satchels. It can be attacked from a long range too from a tank or sniper. There is a group of trees and bushes in the middle that can hide infantry or even a tank. The infantry is quite strong. 2 tank commanders (better SMG, 2 arty strikes), 2 snipers, 1 MG, and unlimited tank crew (lesser SMG, satchels, MG ammo). Everyone has a pistol and grenades. There are also panzerfausts located throughout (some out in the open and some hidden). This map is fast action and keeps you on your toes.

Downside is that this map isn't based on a historical event. It "could have happened," but I would like to see it more historical (this is my weak point). If anyone in the community knows an event that this resembles please let me know. You can post comments or send a link. I am not opposed to reworking everything for this to be genuine with history. This map was created by my fondness to WW2 movies (resistance at a church, raiding a German bunker, etc), suggestions from friends, other maps, and for fast game play. If any history buff here wants to work with me on next version/next map I would be very appreciative.

Overall I think this is a unique, fun, fast beta map. We have enjoyed it on small lan parties with friends. It is small and less intimidating for new players. I have learned alot and look forward to building bigger, more historical maps. But for now enjoy and please send me feedback. Thanks.

Reservoir Dog


http://img61.imageshack.us/img61/2776/shot00041xe8.th.jpg (http://img61.imageshack.us/my.php?image=shot00041xe8.jpg) http://img61.imageshack.us/img61/1456/shot00039nw4.th.jpg (http://img61.imageshack.us/my.php?image=shot00039nw4.jpg) http://img61.imageshack.us/img61/3774/shot00036nx4.th.jpg (http://img61.imageshack.us/my.php?image=shot00036nx4.jpg) http://img61.imageshack.us/img61/47/shot00034au3.th.jpg (http://img61.imageshack.us/my.php?image=shot00034au3.jpg) http://img61.imageshack.us/img61/5052/shot00028fn5.th.jpg (http://img61.imageshack.us/my.php?image=shot00028fn5.jpg) http://img61.imageshack.us/img61/3492/shot00027ns8.th.jpg (http://img61.imageshack.us/my.php?image=shot00027ns8.jpg) http://img61.imageshack.us/img61/372/shot00026bo1.th.jpg (http://img61.imageshack.us/my.php?image=shot00026bo1.jpg) http://img61.imageshack.us/img61/258/shot00022uq5.th.jpg (http://img61.imageshack.us/my.php?image=shot00022uq5.jpg) http://img61.imageshack.us/img61/1208/shot00038kg6.th.jpg (http://img61.imageshack.us/my.php?image=shot00038kg6.jpg) http://img61.imageshack.us/img61/4128/shot00037fi8.th.jpg (http://img61.imageshack.us/my.php?image=shot00037fi8.jpg)
Click here for the ROM map file (http://files.filefront.com/6893609)

Click here for the UZ2 compressed server file (http://files.filefront.com/6901582)

Mike Nomad
03-12-2007, 06:11 PM
This is an excellent map.... I expect we'll see some great things from Reservior Dog.. He's expressed wishes to expand the map and add depth to the spawn areas.

I feel this map is already a 4star map... :wink1:

Reservoir Dog
03-12-2007, 07:29 PM
Thanks again Mike. Please keep the suggestions and feedback coming.

Mike Nomad
03-12-2007, 07:31 PM
Thanks again Mike. Please keep the suggestions and feedback coming.

You can bet I will. I feel you have a winner on your hands... One of our members suggested that you could possibly "optimize" the map. His FPS are a bit rough.

Drecks
03-13-2007, 05:55 AM
Forget the historical crap and work the way you want it to be. To many historical persons already in this community and what did they release ???? It's not the discovery channel it's a game. I know and experienced that work and think this way will get you ignored by some people but there are others who will play your stuff.

I suggest you work on the terrain here and there. Where you have those trees, try lifting the terrain there and hide an antiportal beneath the terrain. Hide this antiportal partially into a piece of bsp so it will block visuals and will increase performance.

Work on some of the objectives. I remember yesterday I did see this ammo dump objective. Looks kind of weird to just have an ammo dump out in the field while that bunkerobjective is empty.

Brings me to the bunker. This is a static mesh. Why won't you try to build your own bunker. It will catch two things in one.It will be a great training and will increase the maps own face. It's a fact most people won't care to see this same bunker again, but you as a mapper must try to raise your own barn by make your bunker you will be more proud. And meanwhile you can work on the bunker interior looks and lightning.

Believe me it ain't hard to make your own bunker.

Then the map outlines. You could make it look wider by raise these hills a tad further and add a tree here and there to create depth. It will give a wider look and won't take more performance. While mapping think as Bob Ross.....

These trees and bushes need a little friend here and there....

Greetz Drecks

p.s.

It looks like vacuum cleaning my rig got my RO rolling again.... :eek:

Mike Nomad
03-13-2007, 06:18 AM
Drecks, glad to hear your stability problem is gone and I must say,

You said more than a mouthful there... the "History Lessons" are getting old very fast. If it ain't "Historically Correct" it ain't BORING and BIASED. Every map that's been rigidly adhered to historically speaking, has been boring and decidedly in favor of the Ruskies.. Which is fine for "History Lessons". Some people seem to have forgotten this is a GAME.

Sturgisov farm is a bunch of fun to play...

A few of my recommendations;

Spawn protection of some kind is definitely needed for both spawn areas. Perhaps a few trees, rock piles and a hill or two.
Add a few resupply points for all.
A coupla T34/85's for the Allies and a coupla PZ4 with skirts for the Axis would be a big help. (IS2 load times are a disadvantage so the T34/85's can help in support roles. Once the server began to get full we saw many waiting around for a tank on both sides, so the added tanks will help immensely.)
Enlarging the map will be great.... for both tactics and strategy.So far, the overall gameplay is excellent... the flanking that is available, the hiding spots for ambushes are perfect... the atmosphere is excellent.. the total ambiance of the map is enjoyable - not depressing. Not every day, week etc., was a smoke filled gloom and doom, gray sky day as we see so often in maps. Yes sir, an overall beauty in all aspects. With a tad of tweaking here and there, this map will become an RO classic.

Drecks
03-13-2007, 06:57 AM
Drecks, glad to hear your stability problem is gone and I must say,

You said more than a mouthful there...

Suggestions and feedback are very expensive at the RO boards.
More and more i get this feeling a certain part only seems to be interest
to give certain people some suggestions.

It seems to help when you have Tripwire Interactive Staff near your Avatar.

Mike Nomad
03-13-2007, 07:12 AM
Suggestions and feedback are very expensive at the RO boards.
More and more i get this feeling a certain part only seems to be interest
to give certain people some suggestions.

It seems to help when you have Tripwire Interactive Staff near your Avatar.

Very true.... though, of the mappers you speak about there are also those who seemingly think "they have it all figured out" and are "God's gift to mapping". :confused:

They just seem to read all the suggestions and input and then the suggestions are either Pooh Pooh'ed away or simply ignored by them. They're going to do their map "their way, come hell or high water!!"

Sad as it is, but that seems to be a never ending story for a few smug, highly conceited asshat mappers. :eek:

At the end of the day, those mappers who blow off user input will inevitably, see their maps fall by the wayside.

__________________


As for your maps ... Drecks, you have to understand that most of us realize the amount of time and extraordinary effort you put into them and that, as a matter of fact, you only release a beta when it is damn near ready for final release. As hard as I try, I cannot find anything truly worthwhile to suggest for improvement or tweaking... I've always enjoyed your maps to no end.

I cannot recall a map by you that hasn't had a generous supply of TLC applied from start to finish. Believe me, if I saw something I felt needed improvement or changing, I'd mention it to you. :)

Drecks
03-13-2007, 08:00 AM
There are things enough Mike.

Especcially gameplay wise, spawndistance, NoSnow area , capzones.
There is always stuuf to improve.

Mike Nomad
03-13-2007, 08:57 AM
There are things enough Mike.

Especcially gameplay wise, spawndistance, NoSnow area , capzones.
There is always stuuf to improve.


Sure, you can see them.... but not I. :d

TruSlaughter
03-13-2007, 10:38 AM
wow i thought i was the only one that watched Bob Ross's painting show "put some wonderful little trees here" and "don't forget the magic white" . shame he's gone. Res Dog follow your heart like Drecks said. for a first map you've done extremely well the map plays great and seems well balanced which is half the battle only some tweaking needs to be done so your well on your way. great job and thanks

Reservoir Dog
03-14-2007, 02:38 PM
Just wanted to say thanks to everyone with ideas, suggestions, comments. First let me say I'm not opposed to history. I love history. I am just weak on the Russian-German part of WW2. This is my first map ever. I wanted to get my map skills down (which will take a while I'm sure) before I move to more ambitious projects. This map was made primary for gameplay and a learning experience for me. I figure if people like the gameplay and play a game they will learn history by it. So just making a map that people like is my first objective. I will get into the history part but I need to get my mapping skills down first. I will definitely look into antiportals for the next version which will be much bigger. I am not a modeller so its taking a while for me to use BSPs and I still have problems with terraining too. As my skills increase so will the complexity of my maps. It amazing whats all involved with mapping. I try to really learn one aspect before another. I'm glad there are people enjoying my first "experiment" and I know its not even close to perfect. That has really encouraged me to dive into this and get better. Thanks guys.

Mike Nomad
03-14-2007, 07:01 PM
RD,

I know I can speak for all our players here.... your map is a fun map and we will go to any length to help you bring the map to a point of being "the best that it can be".

I enjoy history too. In a class room, on the history channel and of course, in lectures. But if I want History Lessons, I'll enroll in a course and study history with lesson after lesson and book upon book.

That does not mean that the maps and game cannot be relatively accurate history-wise... but to be "button down, nit picking accurate", that is to me at least, way over the top.

So far, your efforts in this map and in seeking player opinion have proven one major thing to me; you are more than capable, ready to listen and communicate. The map is fun, fun and more fun. I know B4 will be even greater.

As for your considering an infantry only version of this map I already agreed its a great idea but if I were you I'd hold off until you are totally satisfied with the playability, balance and behavior of this map before looking at it in an "infantry frame of mind". You will be making some serious cover and loadout changes.

=GG= Mr Moe
03-15-2007, 06:41 AM
RD,......As for your considering an infantry only version of this map I already agreed its a great idea but if I were you I'd hold off until you are totally satisfied with the playability, balance and behavior of this map before looking at it in an "infantry frame of mind". You will be making some serious cover and loadout changes.


Agreed. Get your armor version out the way you want first, then you can tweak an infantry one if you wish :)

Reservoir Dog
03-16-2007, 01:20 AM
B4 has been alot of work so far, but it is coming along nicely. With alot more hills and trees for natural cover it really looks good (Thanks Drecks). I agreed with what Drecks said about the ammo depot. It has a whole new look to it now. Its now a big ammo storage compound building (like a big warehouse) that tanks can drive in and through. The water has a much more natural look to it and I am finally happy with the bridge I made. I was going back and forth on the bunker. I have seen it in 2 or 3 other maps but it seems unique in this one as a objective, shelter from tanks, good sniping from lower and upper levels, and its good offensive and defensive for which ever team has it. I will make a few modifications but I like the layout of the bunker for this map. I have changed the time to 45 minutes and have added more tanks and resupply areas (thanks Mike) The one question I have is should I release it before the bot support? I can get it out alot quicker without it. Or should I just wait maybe a week to tweak the bot pathing? Just curious, I've seen maps released both ways.

RD

Mike Nomad
03-16-2007, 07:10 AM
B4 has been alot of work so far, but it is coming along nicely. With alot more hills and trees for natural cover it really looks good (Thanks Drecks). I agreed with what Drecks said about the ammo depot. It has a whole new look to it now. Its now a big ammo storage compound building (like a big warehouse) that tanks can drive in and through. The water has a much more natural look to it and I am finally happy with the bridge I made. I was going back and forth on the bunker. I have seen it in 2 or 3 other maps but it seems unique in this one as a objective, shelter from tanks, good sniping from lower and upper levels, and its good offensive and defensive for which ever team has it. I will make a few modifications but I like the layout of the bunker for this map. I have changed the time to 45 minutes and have added more tanks and resupply areas (thanks Mike) The one question I have is should I release it before the bot support? I can get it out alot quicker without it. Or should I just wait maybe a week to tweak the bot pathing? Just curious, I've seen maps released both ways.

RD


In this case, before the BOT Pathing is done will be fine.... as we can begin testing it for fine tuning and possible additions. Then, the final release which will be with BOT Pathing, etc., a week or so later.:)