Rzhev Winter 3v3
Posts: 2145 | Subs: 2
LATEST BIG CHANGES
1. The other big imbalance on this map is that the North has to cross red cover near the frontline of the map. North red cover not changed. South red cover removed from right in front of the base. Added roads that lead to the new TP and then curves to the south (BLUE). This creates the red cover balance shown by (GREEN lines)
Another shot to show how the new road changed the map layout. Small house moved south a little. Added another break in the fence (YELLOW) because the new fence was made slightly longer. Added a sight blocker by right VP to help flank MGs (AQUA).
2. Modified base MGs. Both bases had MGs that covered the closest point to the base. North point was moved as well to get clear of MG arc.
The bases are too small for a 3v3 so large vehicles can only get out of the base in two places.
SHOULD I FIX THIS?
Posts: 5441 | Subs: 36
Latest Version (6) Rzhev Rosbone (v2)
LATEST BIG CHANGES
1. The other big imbalance on this map is that the North has to cross red cover near the frontline of the map. North red cover not changed. South red cover removed from right in front of the base. Added roads that lead to the new TP and then curves to the south (BLUE). This creates the red cover balance shown by (GREEN lines)
Another shot to show how the new road changed the map layout. Small house moved south a little. Added another break in the fence (YELLOW) because the new fence was made slightly longer. Added a sight blocker by right VP to help flank MGs (AQUA).
2. Modified base MGs. Both bases had MGs that covered the closest point to the base. North point was moved as well to get clear of MG arc.
The bases are too small for a 3v3 so large vehicles can only get out of the base in two places.
SHOULD I FIX THIS?
triple usa bases makes always problems xD
When you find an easy solution go for it.
Posts: 1389 | Subs: 1
triple usa bases makes always problems xD
When you find an easy solution go for it.
Khm...khm
Posts: 5441 | Subs: 36
Posts: 2145 | Subs: 2
1. Fixed bases so pershing can exit anywhere in base. Did not take as much as I thought it would to get it working. Mostly just readjusted the base bunkers. Base bunkers are a nightmare. each faction has different bunkers. And even in the same faction, the bunkers are not always where you put them.
FOR COH3:
Would be nice if base defenses had a much larger shooting distance. The bunker ARC makes them better for being placed in the rear of the base. However, they do not shoot far enough to cover the USF base.
2. Removed a house (BLUE). It overlooked the base and the new MG bunker placement. Added hedge sight blockers so remaining house cant shoot into the base(RED). Added tree and hedge so base bunker does not shoot into the remaining building(RED).
3. Added a new path out of the north base (YELLOW) and added sight blockers to reduce the base MGs shooting into the play area (RED).
4. Found more hills and smoothed them. They are everywhere...
Posts: 5441 | Subs: 36
4. Found more hills and smoothed them. They are everywhere...
Oh yeah its crazy as fuck. I really think everytime mapmakers and unit patch designer did not worked together there^^
Posts: 2145 | Subs: 2
1. Cleaned up a few items like floating objects.
2. Added some cover around right VP. It was surrounded by RED cover.
3. The point of this remake is because SOUTH is favored on this map. So we added a missing point and spread some things out by mid VP. Then we balanced the red cover road the north has to fight across. This led to the south having a road across the new bridge.
Due to the way the roads are laid out, the south has a straight road from their base to the new bridge. The north did not. New road added (BLUE dots).
The minimap will need to have the new road added if it is kept in the final version.
Posts: 626 | Subs: 1
You guys are trying to save these horrible maps instead pick new ones from the community or other unused Relic maps.
This is not being done in the interest of the community. I dont know whats the agenda behind on that.
Totally disappointing.
+1 Map needs much much more reworking if it's gonna be playable. Why bother if there is a plenty new maps
Posts: 5441 | Subs: 36
New version out as (6) Rzhev Winter
The minimap will need to have the new road added if it is kept in the final version.
Go for it.
And fireproblems:
1. http://prntscr.com/kg6hck
2. http://prntscr.com/kg6hxl
3. http://prntscr.com/kg6i59
4.http://prntscr.com/kg6iah
5. http://prntscr.com/kg6ikm
middle left point:
http://prntscr.com/kg6ksw
There is alot of red cover and you removed the green cover from the past.
North side has 2 yellow cover things. Northside has nothing.
So put for south side equal yellow cover in.
Posts: 2145 | Subs: 2
And fire problems:
1. http://prntscr.com/kg6hck
2. http://prntscr.com/kg6hxl
3. http://prntscr.com/kg6i59
4.http://prntscr.com/kg6iah
5. http://prntscr.com/kg6ikm
I have never played Blizzard conditions so it was never a thought. Fixed!
middle left point:
http://prntscr.com/kg6ksw
There is alot of red cover and you removed the green cover from the past.
North side has 2 yellow cover things. Northside has nothing.
So put for south side equal yellow cover in.
- Added a cart and a bent tree for additional yellow cover.
ALSO:
- Added new road to minimap.
- Fixed middle VP building position on minimap.
Posts: 5441 | Subs: 36
New version posted as (6) Rzhev Winter. Old version was deleted. You will need to sub to new version.
I have never played Blizzard conditions so it was never a thought. Fixed!
- Added a cart and a bent tree for additional yellow cover.
ALSO:
- Added new road to minimap.
- Fixed middle VP building position on minimap.
You see the white thing in the middle of the road? because of the left and right area?
http://prntscr.com/kgmy6u
Posts: 2145 | Subs: 2
You see the white thing in the middle of the road? because of the left and right area?
http://prntscr.com/kgmy6u
Each side has two connections to what I call TP5. That is why we needed the bridge, to connect to the new TP5. And to keep with the look of territory being NULL around the water. It also helps North not get cutoff from everything when south breaks the ice with arty fire.
If we want to, we could make the middle TPs cutoffs (BLUE circles)?
Would look something like this:
Posts: 5441 | Subs: 36
Each side has two connections to what I call TP5. That is why we needed the bridge, to connect to the new TP5. And to keep with the look of territory being NULL around the water. It also helps North not get cutoff from everything when south breaks the ice with arty fire.
If we want to, we could make the middle TPs cutoffs (BLUE circles)?
Would look something like this:
hmmm^^
Posts: 5441 | Subs: 36
I guess you don't lose often your own muni tbh.
So go for it!
Posts: 2145 | Subs: 2
1A. Munition point changed to a cutoff.
1B. Changing the point to a cutoff required a move to mirror the house coverage of the north.
2. Added some yellow cover (BLUE) to better mirror green cover on right side of map. Left side has the bridge green cover but it is not very useful as you are either in green or red cover while moving. And the side you want to be on is blocked so you cannot.
3. VP territory was better balanced for size north and south and kept in front of sight blockers for USF lockdown.
Posts: 5441 | Subs: 36
Posts: 558 | Subs: 1
Posts: 5441 | Subs: 36
although this is my alltime favourite map i would like some (positive) changes to it because it can get abused so hard in many cases.
?
Posts: 2145 | Subs: 2
The house by the new TP point was moved a few meters and under the house was deep snow. There is also a small dot of deep snow left of the house somewhere.
Both ares are small. Units do not seem the slow but I have seen small vehicles pause when they enter the areas.
Posts: 3166 | Subs: 6
3. Reduced the WATER OBJECT count by one and reduced underground water connections in areas to minimum sizes. The purple lines are considered ON WATER and you can not build bunkers, sandbags, etc. In the live version there are two large areas where you cant build.
Just to clarify: have the purple areas been removed/fixed? Besides not being able to build, these areas cause vehicles to 'ice-skate' while on land. Very annoying. Lost a Jagdtiger there once because it couldn't back up because of the skating.
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