| Slyk |
01/12/06 5:30pm
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#1
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Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 55 Joined: January 12th 2006 Member No.: 1526 |
First off let me thank you guys for enjoying and playing the crap out of 'Barbarossa'. I've stopped by the servers a few times and I know quite a few of our After-Hourz regulars slut their way over here now and then. One comment I have though is on the tanks. Running them at stock reload times really really diminishes the effectiveness of the BT7 and overpowers the KV1. We run slightly modded times at AHz that gives the BT a faster reload rate of about 35% or so over the Panzers. Slowing down the KV makes it more important to have some support infantry or BTs with it. And overall it adds a new angle on gameplay.
Anyway. I really like this article. Very well done. Lots of great observations and smart, well thought out points. Don't find that so much on forums! haha I wanted to take a few minutes to introduce the followup NOT SEQUEL map to 'Barb'. The new one will be similar in feel, but play differently for sure. I am just getting internal Alpha testing started and hope to have a public beta1 in less than 10 days. Only BAS, CNQ and CTF will be featured at in the first beta. You will have to deal with a lot more open space and far less effective pak guns for bombardment. I know that will annoy half the crowd, but... well, here is a copy/paste of the latest info... ================ As we approach internal testing time, I thought it was time to get some in-game map images up so that you can have a perspective of the map. **NOTE** There are a LOT of tree and bush models, but I chose to leave them turned 'off' for these pics. There is much more cover than appears here and more on the way as I mod the map...what you see now may be different in four hours! The first one is looking NE from the southwest corner of the map. The main German spawn region for Base and CNQ is in the lower-left part of the map around the farm buildings. Going toward the right you find five small houses and a stone bridge over a modest size stream (CNQ objective). Just up in the picture is a trench works with a concrete AT bunker and 45mm gun. Beyond this section you see the larger village with several small fields around it and a dominating church with tower. Further right over the next stream is a steep ridge with the pillaged 'Barb' trench system. Behind this a thick forest sloping down toward the rail depot and another sizable village and fields. ![]() The second image is a top-down look at the entire map. This image will be included in the testing files. Note the map key at the upper right. ![]() -------------------- ![]() |
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| Slyk |
01/20/06 7:43pm
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#2
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Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 55 Joined: January 12th 2006 Member No.: 1526 |
We ran a 24+ player test on Jan. 19. Went very well and found only a couple of minor clipping issues. Gathered input and patched it up to that point. Going to run another test tonight (20th). I hope to get a public beta out within a few days. My original plan was for this weekend, but it is derailed a bit due to 'life' issues.
When I do release, it may be a staggered one. Meaning that I will post on a few sites, including this one, and then over the next day or two get a major DL site up and more widespread PR. I haven't pimped this one like I did 'Barb', but that was a whole new thing at the time. No movies, no new vehicles, none of the fun stuff. Soon. Very soon. -------------------- ![]() |
| Slyk |
01/21/06 1:13am
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#3
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Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 55 Joined: January 12th 2006 Member No.: 1526 |
What you don't see, Bob, is that there is an improved trench line and AT position now looking down onto the swamp... German base #1 has been moved further West, down the hill toward the stream. It will not be able to be shelled from any Russian AT positions. Also, I recently closed the gap heading east on that side. As you come off the hill toward the swamp, that gap is now a solid tree wall effectively making the swamp route a solid flank..ofcourse there is now a trench line and AT gun up there to make it tough going. From the trench there are two entries that merge underground and empty out in the shadow of a large house just west of Russian #1. So, infantry can use vehicles right up to the trench line, then by foot to clear the tunnels and assault R1 from cover. Our last test came down to G2 vs R1. We won by about 4 seconds on the bomb when G2 blew... that was a 39 minute scrim.
It is shaping up. A couple days as now I have mostly the media stuff to package and get ready to release with the map. -------------------- ![]() |
| Slyk |
01/21/06 12:11pm
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#4
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Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 55 Joined: January 12th 2006 Member No.: 1526 |
Standard Barbarossa vehicles. This is set about two weeks after the first 'Barb' map, mid-July 1941. I am a stickler for authenticity...the use of rockets annoys me, actually, but you need them
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| Slyk |
01/22/06 9:17am
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#5
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Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 55 Joined: January 12th 2006 Member No.: 1526 |
The entire map is open in the three gametypes (BAS, CTF, CNQ). I did my best to position the bases roughly the same distance from the team and enemy spawns like 'Barb'. They are close. A couple were bumped around, mainly G1. The Germans overall, have a shorter run time in total from spawn to base, but the Russians have better defensive positions to cover the #1 and 2. The Russian #3 is pretty much fodder, due to poor map design, but can still hold out if defended well. The fight usually comes down to the #1s and 2s as the #3s are both far out on the north side and easier to do in.
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| Hellfighter |
01/22/06 1:01pm
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#6
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Major General ![]() Group: {MOB} Posts: 2111 Joined: November 15th 2005 From: Quebec, Canada Member No.: 1424 Xfire: hellfighter1x |
Standard Barbarossa vehicles. This is set about two weeks after the first 'Barb' map, mid-July 1941. I am a stickler for authenticity...the use of rockets annoys me, actually, but you need them No possibility of an intro of anti-tank rifles weapons? -------------------- ![]() ![]() |
| Slyk |
01/22/06 1:45pm
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#7
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Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 55 Joined: January 12th 2006 Member No.: 1526 |
Nope. No ATR. We don't want to introduce more weapons or vehicles and compromise gamestate nor discourage borderline admins to add another download for a map. That and the techinical challenges of getting the ATR to work properly. Trust me, we spent a LOT of time on it.
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| Slyk |
01/22/06 4:42pm
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#8
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Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 55 Joined: January 12th 2006 Member No.: 1526 |
At the moment the Russians have the most secure base locations. German #2 and #3 can both be shelled long range by tanks. The strategy would be getting KVs in position to lob the shells downrange. German #1 is pretty secure and takes either a long-angle shot across the map or a closeup shelling. I think having the arty neutered in this role is for the best. It forces more armor/infantry coordination to open the bases. Depending on your server set up, the time varies. At AHz we can crack a base with 7 KV shots. But we also have an 8 second reload time. Spawns are still vulnerable from paks though.
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| Hellfighter |
01/22/06 7:08pm
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#9
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Major General ![]() Group: {MOB} Posts: 2111 Joined: November 15th 2005 From: Quebec, Canada Member No.: 1424 Xfire: hellfighter1x |
Nope. No ATR. We don't want to introduce more weapons or vehicles and compromise gamestate nor discourage borderline admins to add another download for a map. That and the techinical challenges of getting the ATR to work properly. Trust me, we spent a LOT of time on it. I can imagine [maybe not] all the intense labour you put into your masterpieces... I was just wondering about the ATR's considering all the magic you and the mates drum up with new creations all the time . ps. I love Flipsen's Slovak beta map. This post has been edited by Hellfighter: 01/22/06 7:11pm -------------------- ![]() ![]() |
| Slyk |
01/25/06 9:48pm
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#10
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Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 55 Joined: January 12th 2006 Member No.: 1526 |
![]() January 25, 2006 Map by: Mark "Slyk" Dittman Scripting: Innocent Bystander Models and Skins: Lex and Postman 778 After-Hourz.com Development Team presents: "Barbarossa II-Smolensk". The Blitzkrieg continues! Guderian's Panzer and Infantry divisions continue their eastward drive in mid-July, 1941. After the stunning successes of the early weeks of 'Operation Barbarossa', the Wehrmacht is beginning to feel the effects of constant combat. Losses are mounting and calls for replacements are beginning to be heard from foot and mechanized units. Panzer Group 2 now sets it's sights on encircling hundreds of thousands of Russian troops in and around the city of Smolensk. The men and machines of the 10th Panzer and SS Reich Divisions push forward south of Smolensk, driving to capture vital road and rail links coming south from the city. As these units move ever deeper inside Russian territory, resistance and local counter attacks grow. Select your role in part of history being remade. Join now in part two of the single greatest adventure in 'Call of Duty' Multiplayer, take part in 'Barbarossa II - Smolensk'! Featuring the vehicles and stationary weapons of 2005's 'Barbarossa', 'Smolensk' depicts the onslaught of the German Panzer and Infantry men of Panzer Group 2 as they surge toward encircling the city of Smolensk. Public Beta 1 offers you the chance to play the latest and perhaps best CONQUEST gametype map. CONQUEST sees both teams fighting to maintain control of vital defensive and observation locations thoughout varied and challenging terrain, villages and farms. All the unique custom vehicles from After-Hourz play a major role in all gametypes and offer new challenges. Conquest, Base Assault, and Capture the Flag are featured gametypes. What are you waiting for? The Blitzkrieg has only begun! More than a map, this, is a Battlefield! ========== To download 'Smolensk', visit After-Hourz.com / Smolensk This map requires the After-Hourz Vehicle Pack which is INCLUDED in this package with the 'Barbarossa-Berezina' file: Barbarossa Vehicles & Map For vehicle information and details, see here: AHz Vehicles Information -------------------- ![]() |
| Silver |
01/26/06 12:20am
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#11
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Major General ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 6596 Joined: March 30th 2004 Member No.: 680 |
First impressions...
map is outstanding! looks put together better... tunnels, etc... I really like this map suggestions... near the cement MG bunker... the hills are slow going... grading them will improve the jeep speed and make it a more smooth map. flatting it out a bit would be cool... kinda like barb so it isnt such a blind... trees... near the lone russian base the trees tower over and there is limited sight, making it no as appealing, and gives me the feeling of driving a tank in a house... bottle necks near the same base, widen them a bit so you can get your hull FWD to fight the enemy and not get tagged on ur side... as you pull through... lesson the trees at the rear of the map so you can use the village... last but not least... your map is beatiful and really LARGE, truly a great map, the towns and set ups are outstanding but why not move a base like (the russian middle one) to the rear to make it a bit more fluid... I can tag the last 2 bases easy from the bottle neck area moving the middle one back would be alot better... complements... the puddles are great... map layout is great... improved wheat field@!!! more jeeps!!! last... better sniping spots!!! (2 many perhaps???) questions.... spawns areas should be contained (at least I didnt see any... I owned 1v2 on ur server) It makes a good game to spawnkill easy like barb... no mortors??? maybe more gun emplacements on the 2 sides... like the tank protection were you can stuff a tank and fire from it... neat Idea... anyways I want to say thanks for Barb... I hope when ur finished this map will be as fun to play as barb. |
| UNDEAD 1 |
01/26/06 3:31am
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#12
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Major General ![]() Group: {MOB} Posts: 2753 Joined: January 17th 2006 Member No.: 1540 Xfire: UNDEADJAMES |
MAP IS AWESOME! good job and thankyou-always need a little something new!
cant wait to play with alot of people in it.only played 2on 2. -------------------- ![]() |
| Maj. H8Red |
01/26/06 3:32am
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#13
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![]() Major General ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 2922 Joined: July 13th 2005 From: Hockey Town Member No.: 1247 Xfire: majorh8red |
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| Slyk |
01/26/06 7:20am
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#14
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Sergeant ![]() ![]() ![]() Group: Forum Member Posts: 55 Joined: January 12th 2006 Member No.: 1526 |
Silver, Thanks for the input. Quick answers for you:
- Terrain could be improved in some areas to ease the angles. I'll look into it. In some places it can't, really, I need to use lower density terrain to keep FPS up and not hit the max_index or mesh errors, which this map does if I add anything more... - BAS mode, I tried to place the bases in relative terms of distanc/run-time as they are in Barb... X amount from team spawn and enemy spawn. They are relatively close. As in Barbarossa though, once you reach a certain point on the map, you are going to be able to hit multiple targets due to the guns and sky box walls that allow shells to pass through. Technical issue that can't be overcome and maintain a realistic feel. But I understand your point. As for R2, there isn't really a good spot to put it. - As always, I make the map and then I figure out how to fit stuff into it. Maybe not the best method, but I like the random feel to it. Please keep input coming. I think the play experience of a full-server will be totally different than even 8v8. Our largest test was nearly 30 total and it was mayhem in BAS and bloody hard fighting in CNQ. -------------------- ![]() |
| Silver |
01/26/06 8:48am
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#15
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Major General ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 6596 Joined: March 30th 2004 Member No.: 680 |
Silver, Thanks for the input. Quick answers for you: - Terrain could be improved in some areas to ease the angles. I'll look into it. In some places it can't, really, I need to use lower density terrain to keep FPS up and not hit the max_index or mesh errors, which this map does if I add anything more... - BAS mode, I tried to place the bases in relative terms of distanc/run-time as they are in Barb... X amount from team spawn and enemy spawn. They are relatively close. As in Barbarossa though, once you reach a certain point on the map, you are going to be able to hit multiple targets due to the guns and sky box walls that allow shells to pass through. Technical issue that can't be overcome and maintain a realistic feel. But I understand your point. As for R2, there isn't really a good spot to put it. - As always, I make the map and then I figure out how to fit stuff into it. Maybe not the best method, but I like the random feel to it. Please keep input coming. I think the play experience of a full-server will be totally different than even 8v8. Our largest test was nearly 30 total and it was mayhem in BAS and bloody hard fighting in CNQ. I really appreciate the work you have done for Barb and now Barb 2. we played the shit out of barb and I would love to see another great map that will keep the UO running strong. I love your maps, but please dont waste the back half of barb2 it look awesome! believe me I didnt mean to sound like I dont appreciate it, or I dont think Its a good map... but it has to be compared to Barb... which is better then any other map out... ussally custom maps suck, barb stands alone on a platform all its own, so I have high expectations of this map... (do you guys play, or just make maps?) oh and is FKR a division of you people? |
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Lo-Fi Version | Time is now: 05/03/26 7:02am |