Author Topic: Vossenack 64  (Read 5796 times)

Offline McCloskey

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Re: Vossenack 64
« Reply #15 on: 16-08-2012, 16:08:58 »
Still has the incorrect Willys (British).... unless that's intended of course.

Offline gavrant

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Re: Vossenack 64
« Reply #16 on: 09-04-2014, 12:04:29 »
2.46 changelog for Vossenack 64

  • Doubled the tickets number for both teams to 500.

Offline nysä

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Re: Vossenack 64
« Reply #17 on: 12-04-2014, 12:04:32 »
Would it be possible to make some of the bots spawn at the German base and fix the position of the StuG at Kall trail, maybe closer to the house? The bots seem to get stuck between the StuG and roof pillar (and they won't even touch the StuG).
« Last Edit: 12-04-2014, 16:04:49 by nysä »

Offline kettcar

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Re: Vossenack 64
« Reply #18 on: 13-04-2014, 13:04:29 »
Quote
12-04-2014

one day too late?  ;)

Offline nysä

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Re: Vossenack 64
« Reply #19 on: 13-04-2014, 15:04:19 »
I realize Vossenack is not top priority right now, but just a small fix.. maybe from 'a small patches team'? Again, I'm really impressed with what the devs and testers have accomplished with the 2.46 - much appreciated.

Offline Gotkai

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Re: Vossenack 64
« Reply #20 on: 26-05-2014, 07:05:56 »
The secret is not to defend 3 paths. Only the 2 ones you need.

Offline Matthew_Baker

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Re: Vossenack 64
« Reply #21 on: 27-05-2014, 20:05:45 »
The secret is not to defend 3 paths. Only the 2 ones you need.

Hurtgen?

Offline Roughbeak

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Re: Vossenack 64
« Reply #22 on: 09-08-2014, 01:08:00 »
Hi, is this black cart an object error or my graphics error? I thought it was a object/lightmap error, mainly because all the rest are rendering out just fine. ;)

« Last Edit: 08-02-2016, 19:02:41 by gavrant »

Offline gavrant

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Re: Vossenack 64
« Reply #23 on: 08-02-2016, 20:02:53 »
2.5 changelog for Vossenack 64

  • Replaced German player models with camo versions.
  • Replaced the limited G43 rifleman kit with an unlimited K98k one. The G43 was moved to the scout kit instead.
  • Fixed the British Willys spawning for Americans (as reported by McCloskey).
  • Fixed a sniper kit spawning on the road at the church, moved it to the church tower instead.
  • Fixed the US mortar spawned for Germans in the Unterdorf - Church trenches.
  • Fixed few places where players could get stuck, mostly around the church.
  • Many other gameplay and cosmetic fixes, including black wagons, floating static Pak 40 and ammo boxes, better lighting for overgrowth, and so on.
  • New loading music - Lale Andersen - Es geht alles vorüber.

Minimap for reference:

Offline kettcar

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Re: Vossenack 64
« Reply #24 on: 18-04-2019, 21:04:46 »
New loading music - Lale Andersen - Es geht alles vorüber.

why??

Offline jan_kurator

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Re: Vossenack 64
« Reply #25 on: 18-04-2019, 22:04:07 »
Because it didn't have custom loading screen music. Some of the maps that used generic FH2 loading screen music got new tunes in the last patch ;)

Offline caeno

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Re: Vossenack 64
« Reply #26 on: 20-07-2019, 14:07:19 »
How about making Oberdorf and Unterdorf cappable only when you have Church? This would be a really great map except for the annoying sneaking people that just drive from allied main to Unterdorf and capping it. Same goes for Oberdorf. This means the allies can only cap Unter when they hold the church aswell and that axis would be able to cap Ober only if they hold church aswell. This would limit the backflag cappers atleast a bit and they'd still have 2 flags they can sneak into!

I would love to fight forward on this map...but the constant back flag capping makes the battle just jojo between church and unter, or church and ober, or church and hof....... back and forth back and forth the whole round.

Offline Nerdsturm

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Re: Vossenack 64
« Reply #27 on: 20-07-2019, 23:07:25 »
How about making Oberdorf and Unterdorf cappable only when you have Church?

I think it would work better if Hof was the one made to require church because there is often a good amount of fighting between Kall trail and Oberdorf, but the map could benefit from some form of push.

I'd actually be okay with both Hof and Unterdorf being removed altogether and replaced with forward infantry spawns, since they're kind of in a weird spot where I'm not sure if it's even a good idea for the opposing team to backcap them. Hof has this problem less so, but I regularly see games where allied squads are sitting in Unterdorf getting camped by German armor and losing way more tickets than they gain by bleed. Allied infantry that do spawn there also can't easily head anywhere else, since the area around Unterdorf is relatively open, likely full of German armor, and it's a long walk to other flags. This is all combined with a lack of AT emplacements, allowing German armor to bypass the whole area if they want to go somewhere else on the map, and it really feels like the flag is strategically useless except as a distraction for tankers who want easy kills.