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报告翻译问题






Mounted Machine gun insides the airplanes would be fun and I agree that the first couple of objectives get taken easily. Maybe you can extend the map and objectives a bit more instead of adding ground turrets ? or maybe both? Regardless love the work !
(2/2)
I agree the plane sucks ass because:
Shit team: No coordination, the team is completely split, easy pickings for enemy.
Good team: Easily communicate for everyone to jump on an objective at once. Unbeatable tactic
Also you can't choose whether you go in the plane or spawn on the ground which adds more unwanted RNG which I don't know about you but I don't find fun. I want to win with tactics and skill, not by being lucky.
And since the defenders spawn randomly if they're up against a big organised push from the enemy, it's just luck whether they spawn close to the checkpoint.
(1/2)
Any chance to share your project files?
But maybe someone else consider to work on more maps.
Unfortunately it is hard to get full push servers at the moment and yeah DOG's great but I understand the complain about the booring replay all the time since its one of its kind and it had its highlight. However my European server "VR-CHECK WWII Battlefield" is currently running with DOG and OMG. So feel free to fill it up by joining and waiting for players. The 2nd map stage will be soon unlocked.
Hopefully in due time it'll become a Push and Pavlov Classic map.
Thanks for the feedback.
Im aware for the current spawn situation and one or the other attacker spawn point will be removed in the upcoming update. Although the plane for halo jumps will be included again and additional fall damage will be included to prevent too much unrisky roof jumps. This also means that the balancing for both teams will change. The reason that only the city has been unlocked is due test out the right balancing and its performance with the new buildings but as soon everything fits well the map will be extended to PART2 where the bridge will be part of the map again. Some stuff has to be claryfied yet before the update rolls out but hopefully this weekend it will be ready and all of you have a nice cool airborne experience.
Standby
Hank
I hope the feedback helps, it's always nice to receive more community content from creators such as yourself.
- The church could be moved towards the center of the town further inwards as a point of reference structure, spacing out the map objectives better while reducing the ability for majority of the allied forces to be camping on its rooftops. To compensate for this change the congregation room that is revealed post detonation could be made part of the interior to allow more movement and gunfight opportunities inside.
- Dock objective feels disjointed from the rest of the map. It's almost a "gimme" point to the allies because of its proximity from the German spawn and its detachment from the rest of the fight making the Germans reluctant to try and defend it. Cover is also an issue there since Allied soldiers have rooftop access giving them vision over the Objective. Pathways or scaffolding leading from a nearby shelled building could better funnel Axis forces into defending the point while breaking up the sight lines slightly.
But onto the feedback on the current version (1.00):
- Allied Spawns are currently too close to the church and can either become a spawn camp fest or a war of attrition by the sheer numbers of paratroopers (perhaps this was the intention). The German Tiger can also lock down a side of the church by aiming a truck and unloading rounds continuously making the experience frustrating.
- The last point in the ammunition shed (E I think) sits too far behind the German spawn resulting in a lot of unused ground in between the building on the Right side (A I think) and the objective by the docks (B i think). It's also largely unfun to be shoehorned into a 1 man shed that can easily be cleared by a Panzerfaust or unloading an mp40 around the corner with no counter play.
Hi VR-Check.
I've played the newest iteration of the map and I must say the overall flow of the battle feels much more suited to Pavlov than the previous version that stretched across the bridge into the neighbouring village.
Not to say the map wasn't enjoyable prior, but compared to traversing large open empty spaces of open ground with too long a downtime the current map sits in a sweet spot of having just enough to do without outstaying it's welcome. Perhaps consider dividing the final map into 2 smaller scaled maps that interconnect via the bridge, placing a heavier emphasis on the pace of skirmishes that occur throughout.
You're welcome.
No, no bots supported. This map is PUSH only. This mode only works with community servers. Private lobbies are NOT supported.
On an related note to anyone who reads this, any clues how to fix the white sherman turret? It sucks being flashbanged in there, but I've see it work.
Map's not balanced yet. There''s still work to do for fixing stuff and balancing.
Most of them end at D point with the very first set of objectives. and if they make it past that, then it ends at mounted MG because the spawns don't move with the objectives, you have to walk all the way from the city, sometimes even the church to the bridge. Or you end up waiting in the Skytrain to fly over the objective.
The Lee Enfield in the German team is a place holder and will be exchanged. The MG42 ammo is available outside the bunker around the corner unlike DOG. For fights against tanks you have the engineer class in your team with anti tank mines. For more distance you got the anti-tank class with the panzerfaust. As like DOG the map is built for team work not for lone wolves. Please read the full description.
Thank you for the feedback. I know about the plane "waiting" issue and the map will get more updates in the future to also solve that problem. Please stay patient until my return.
Is it possible to adjust the plane's route depending on objective status? Or make the plane a little faster? I've spend multiple minutes impotently sitting in the plane to no avail
Also, I think rotation up and down the bridge could be adjusted a little. Maybe ladders to speed up traversal? Walking up 12 flights of stairs is a bad time.
The map design is cool and I know and appreciate that a lot of work went into it, however, there are a number of issues that need to be addressed.
1.) There are invisible walls surrounding the bridge on the first bridgehead. If you have the barrel of your rifle sticking through these walls such as when the Germans are trying to defend the first set of objectives you cannot fire.
2.) The airdrop spawns are neat but seem to be fairly random. I find myself dropping behind the enemy as often as I am dropping in front of them and I am almost certain that I am not supposed to be dropped near the crashed airplane during the second set of objectives.
Comment split in two for character limitations and posted in reverse order. Continued below:
Pt. 2:
3.) Spawning on the ground needs to have another look at it as well. As the allied forces, I have spawned in the church during the third set of objectives and that is an extremely long walk.
4.) The German engineer class spawns with an Enfield for some reason.
5.) All engineer classes get a blowtorch that is not functional.
With all of that said this map has a lot of potential and the layout is pretty awesome. The first set of objectives is pretty easy for the Allies to win but the Germans get their chance with the bridge objectives. The last two sets of objectives also seem pretty easy for the Allies to take, but the Germans have to mess up pretty big to let the third set of objectives go.
Nice work
No, but you may jump towards to the cube blocks spread out the map to unlock a plant to get access to the next level.
This is a push map and only works on community servers. Push is not available for private lobbies. Connect to community servers with the map in the rotation.
Please read the map description before delivering such a comment...