"STREETS OF STALINGRAD -2" Sequel to SoS1
Posted: Thu Sep 25, 2003 2:40 pm
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:

The main Axis spawn, start here and advance East!

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

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.

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

A view Northwest toward the Axis starting spawn.

A look North from the same balcony position above.

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

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

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

"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.
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:

The main Axis spawn, start here and advance East!

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

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.

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

A view Northwest toward the Axis starting spawn.

A look North from the same balcony position above.

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

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

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

"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.









