"STREETS OF STALINGRAD -2" Sequel to SoS1

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Slyk
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"STREETS OF STALINGRAD -2" Sequel to SoS1

Post by Slyk »

MAP LAYOUT: Axis troops have finally pushed through the bottleneck of streets in SoS1 and after a bloody fight, have moved into position to continue the drive to the Volga. The Axis start grouped together to jump off as a team. Their objectives are first to take a large, moderatly damaged multi-story apartment building that offers a by pass access to another sector of the city. After taking this building, they are to drive through the sector toward a rail sub-station to the southeast. Along the way there is opportunity (read REQUIREMENTS) to advance their supply/spawn base. The Allies are on the defensive, and offensive operations will bleed them dry as their supply/spawn base is much more difficult to maintain. I.e... you start at the rail station, save four or five diehard scouts who will spawn near to the Axis and have to hold until support arrives, or fall back and dig in. Allied spawns will also be dynamic, but travel times will be longer to simulate the reality of the battle.

Beware: this is a very graphic intensive thread! A ton of new screen shots below.... some have been 'brightened' a bit.

If you haven't figured it out yet, I'm crazy about this map. It is so much of what SoS1 could have been. I might even go back and mod that one 'up' to look better! I love this one, and hope it becomes the first in a series of really 'cool', well-functioning maps. I think it's a far cry better than SoS1. You be the judge when it is finally released. Thanks again for any comments, good, bad or other.

The FIRST-PERSON SHOTS:

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The main Axis spawn, start here and advance East!

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Axis view turning the first corner. Axis first objective: secure this building, throw the switch, and advance.

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Looking East from the Axis first objective. Down those streets lie numerous Allied snipers....MG bunkers....and AT guns.... and the timely Allied artillery barrage.

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Advancing further East. The building on the right offers good sniper positions and a high angle view Eastward.

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A view Northwest toward the Axis starting spawn.

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A look North from the same balcony position above.

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A prime sniping position for either team looking West...but how to access it?

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A higher angle view looking Southeast from the Axis left flank.

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Another prime sniping position with challenging access looks Southeast...now if you could only get an MG up there......

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"Death's Window" looks Westward toward the oncoming Axis assault. A well placed MG and support will dominate from this position...but, alas, every position has a secondary access.
Slyk
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Post by Slyk »

Ok, seven more and then I'm done.....sorry guys.

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A look East toward the Rail Station's North Building. Note the sandbagged MG position under the arch...that's no McDonald's drive up window.

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A closer look at the MG position...if you get this close, you're either dead, or likely to be dead shortly.

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A wonderfully narrow, misty morning street scape-- waiting for you to fill it with flying death...

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After slugging their way through the MG bunker, an Axis view Northeast into the 'Market' sector. A right turn leads to the rail yard.

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A higher angle view of the market sector. Several accessible windows and balconies on all sides make this a hot area.

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Moving East down the Axis left flank, that little 'dog leg' in the street is about all that saves you from this in the next picture.....

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....the second MG position well protected by an overhanging building and plenty of sandbags. Rooting out the opposition here will be tough.
Slyk
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Post by Slyk »

Ok, OVERHEAD shots. A couple are too big, sorry, but the map is one mother of a big thing.
Fog is OFF to give you a better long view. Up-close "in-play" shots coming soon.
These shots are 'brightened' for better visability.

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Looking WEST with the 'Market' area at the bottom of the screen.

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Looking WEST from the approximate center of the map toward the AXIS starting spawn region at the top.

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Long, overhead view of the whole map area...older shot, some new buildings on the fringes.
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Butch
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Post by Butch »

Looks AMAZING slyck!

How about this idea: When the axis conquer the forward supply/spawn base, a halftrack/truck drives to the new position from the old signifying 're-enforcements' have arrived?
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Slyk
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Post by Slyk »

What you have are two dynamic Axis and Allied arty radios that can be used only one time per round. Each team can also acquire an MG by flipping a switch at the enemy spawn area. Of course, the spawners are all dynamic moving forward with your team's progress. What I am most likely going to do, per suggestion, is to allow the arty switches to reset after a specified time OR to reset if you reach the enemy spawner switch and control it. It's a pretty cool functioning map as is, and the suggestions will make it better.
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Arro
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Post by Arro »

Hey Slyk, I didn't see the overhead pics a Ahz, looks even more excellente.
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Post by Hunter »

Well sos 1 was an awesome map,
this one looks better, sounds better, it rocks 8-)
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Jack Ruby
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Post by Jack Ruby »

Looks really nice slyk.

I was playing gun assault last weekend, they were testing it on a tow server I play. There were a couple of comments about it, everyone liked the moving spawns, the look of the place, I had a lot of fun there, only thing was if your an allie its almost impossible to get past the mansion house, the conclusion was we thought it should have another way to the next objective, I killed about 40 people, my team mates were doing equally well and we couldnt break through that bottle neck there, any chance of adding another way in ?

Its a very popular map :)

heres the link to the thread about it http://pub92.ezboard.com/felsclanfrm2.s ... =214.topic
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Slyk
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Post by Slyk »

Jack, first off, thanks for the comments! Ok, after probably 50 hours of beta testing with the guys at AHz, the verdict was pretty much "DO NOT CHANGE A THING..." on 'GA'. They played it to death on their server and using TeamSpeak, the Allies actually pushed through and pinned the Axis back to their bunker/trenches serveral times. Un-coordinated attacks on most of my new 'hybrid' maps don't get too far. Occasionally they do, but not as often as guys who can communicate. I have some concepts in mind for an update next month. I have a couple minor patches to put in and a thing or two to tweak. I often thought of putting a water well near the house that you could drop down, but not climb up, or something like that with an outlet near the the ruins. We'll see. When CoD hits, I'll be re-creating the basic map for it, only BIGGER and MORE dynamic.

Hang around AHz some nights and you might catch us beta testing 'SoS2'. It's close. Just de-bugging the spawner logic and placements now....mostly, as I always seem to find a new thing to fix.
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m0g
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Post by m0g »

Very nice! :D
Those bakground buildings reminds me of the stalingrad vid's for CoD...

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Very impressive work dude! :)
Slyk
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Post by Slyk »

Thanks guys. Hang on for the final coming soon. I've detailed the background more and sweetened up the effects a bit. Trying to make it a more 'dynamic' map all around. Getting great feedback and hope it performs up to expectations. It's always hard to push through the final clean up phase to get a map 'done'.
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mohaa_rox
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Post by mohaa_rox »

oh man that's awesome screens!
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Elfastball7
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Post by Elfastball7 »

Nice map. Can't wait to play it.
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Post by Voltaire »

Where can we go and download this new map, it looks awesome, love SoS1, by the way.

Voltaire
Now how do you do that?
Slyk
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Post by Slyk »

SoS2 is still in beta. I've been refining some points and working on proper spawn placement with the dynamic switches/areas of control. Hope to have it out no later than first weekend of October...OR when After-hourz.com releases their Map Pack #6....which might push release back another week or two. Better to optimize the map and be 'sure' it's ready than rush a release. You'll know when it's out.
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