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AfterHourz Interviews RO:Ost Developers

March 11th, 2006 by D6Veteran

After-Hourz.com has published a lengthy and fantastic interview with Tripwire Interactive, the developers of soon to be released Red Orchestra: Ostfront 41-45. The interview is with Lead Designer and mapping maestro, Ingmar Spit [aka Sasquatch], and Alan “Wilsonam” Wilson, Vice President. Lots of new screenshots too.

Q: In looking at the screenshots and seeing the game play previews it looks like a lot of work went into not only putting the buildings in the right places, but recreating the atmosphere as well. Can you give some insight into what went into the research and recreation of the battles covered in RO:OST?

A: [Ingmar Spit] For the less intricate battles, we usually scope for war stories, photographs of the region, looking at typical architecture. Even on a fictional map like Hedgehog for instance, we looked for typical farm buildings that fit a state farm. The amount of old Russian photographs we have is staggering and incredibly beautiful. We have photos of the Russian countryside going back in time as early as 1900 thanks to the awesome research by Alan Wilson.

Read the full interview here.

Go straight to the map screenshot gallery here. Those maps look very realistic in terms of layout.

6 Responses to “AfterHourz Interviews RO:Ost Developers” »»

  1. Comment by Veritas | 03/11/06 at 3:36 pm |

    I think the maps look great. I’m getting pretty excited about this game. I just hope that I’m not let down…..again.

  2. Comment by D6Veteran | 03/11/06 at 4:51 pm |

    My only concern about the game is that 16 v 16 on some of these maps may have that empty feeling - which in my mind takes away from the tactical realism of fighting a battle as part of a squad. As small as the CoD2 maps are, on a full server they produce the feeling of being part of a larger unit assaulting a specific objective.

  3. Comment by Veritas | 03/11/06 at 6:32 pm |

    Yah. I remember on some of the huge BF2 maps it felt like I was out there all by myself. I think that they seem to have put a lot of thought into ROOST and I am sure they have considered the size and the amount of players. Plus, the gametype seems to be like conquest and this will lend itself to having large amounts of people in one area.

  4. Comment by ghost | 03/12/06 at 7:00 am |

    Agree Ver, I believe the you also spawn as a group, not individually.

  5. Comment by Malice | 03/12/06 at 9:02 am |

    Ya one of my main problems with the BF series was the lack of focus and you just end up capping, moving on and all your based behide you are getting recapped by the other team. In RO or the mod anyway you often only have 1 objective at a time, sometimes two. So you end up with alot of people in 1 area of the map.

  6. Comment by BigRed | 03/12/06 at 7:55 pm |

    BF2 was an arcade fps. I hope yer right about the RO maps malice.

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