I put a lot of effort in creating this map and i have detailed it as much as possible, with many unique positions. (Try not to get distracted by the propaganda speakers )
It is fully custom build, so it will be a unique experience!
Feel free to play, comment and recommend stuff! (Likes appreciated )
(In case the link above doesnt work, here is a link to my modding profile:)
(Hopefully this will make it into the next “Mods Digest” post)
Try it out yourself and see you on the battlefield comrades!
i have played your mod, and right on the bath, i can say that it’s quite nice in terms of visual.
although, if you allow me to say, a bit terrible on the spawns side. germans spawns are on point. like, they should be. ( even the documents provided by devs are roughly correct and similar ) but for the russians, it’s another story. because they are 50 meters away from the point. which it’s something you want to avoid.
it gives a challange if you play it locally against bots, but in multiplayer can be quite a headache. as defenders can clear out the point while being immune because of spawn protection. not much that attackers can do.
points get drawned quite quickly, which it’s fine, but not when the spawns are directly attached.
second issue that i found, is that navmesh for AIs are a bit bad, to i suggest you to follow this:
unless you use alot of arty, you are not gonna get far on capturing points.
third and last issue, battle area cap zones.
you usually want them to be a bit bigger, and cover a few meters behind the point. otherwise you don’t have alot of cover nor can’t normally prevent attackers / defenders to reach the objective.
meaning that as soon attackers are out of the capzone, it starts the process of decap automatically.
which, was fine, if it wasn’t for the defenders spawning 50 meters away from the objective in the open field behind a tank ( and in the second objective, behind the gate ) where you have clear visual.
this requires all the german team finding cover somewhere around the cap point and hope to cap the point before the enemy team will respawn and walk to the objective for good 5 seconds and halt the capture. while defenders actually start taking damage when they are 5 meters from the objective and has to be somehow halted by the attackers that later have in the small ammount of time to capture the objective as well.
p.s.
forgot to mention, if i was you, i would increase the capzone size a bit. otherwise in MP becomes nade spam just to clear the objective ( or arty spam ).
usually decap feature is used for normal conquest and i believe assault as well.
all the others do not use decap.
which, you used it in an interesting way. because again, you only have 3 areas, so make things a bit heated ( and more heavier combat ).
so you can leave it as you putted it.
but it’s more of a personal taste on how you want your battle to be fought.
all you have to do, is click on the build command, run the first option, wait to reach 100, save, and then reload.
once it has been saved and reloaded, you will press the second option.
( although, nav mesh is the last thing you should do, as by doing that, it will save you everything and create a vrom file which you will be able to upload instead of the blk. but you must finish everything else first, and then complete your whole map by creating the navmesh. reason being, you will not be able to edit the vrom file. that’s like, the completed version with all the navmesh and stuff )
I somehow figured out how to do it, thank you. But now i have a last question.
i now have two files in my folder. how do i upload it? I only uploaded scene.blk before
and now i have:
-patchnavmesh.bin
-scene.blk
in my folder…
how can i upload it now?
I Updated my mod to update 1.2, based of your recommendation. I hope now its more enjoyable for everyone and a BIG thank you to you for recommending and helping me improve this mod!