Easy Red 2

Easy Red 2

Omaha Beach Dog Green (2025 Version) [Mission]
18 Comments
JuicedTimmy  [author] 15 Jul @ 4:01pm 
Also LCM is pretty much done, expect it in the mission this week.
JuicedTimmy  [author] 15 Jul @ 4:00pm 
Huh weird, does this happen with the recommended settings? I haven't had this issue, could you recreate it for me?
SmellMyFartBox 14 Jul @ 12:36pm 
The map is great, but after the first wave, the only squad spawning on the US side is whatever squad I join to land on the beach. No more AI comes in to help after the first wave, and the mission turns into 8 or 9 US soliders (half of which die as soon as the boat door opens), storming the beach against 6 or more full German squads. Unfortunately, it ruins what would otherwise be a great map. It needs more AI to be landing more consistently.
JuicedTimmy  [author] 7 Jul @ 12:33pm 
Thanks for letting me know I'll check that out. I'll look into a corpse mod.
rodeo 7 Jul @ 9:59am 
Played again today, shaping up well. Some dead bodies/corpse mod would add to the immersion for sure. The rest of the stuff you're adding sounds great, looking forward to it.

There are still a few floating obstacles on the left side of the beach inside the play area near a LCVP on fire, a wooden pole and a couple shingles.
JuicedTimmy  [author] 6 Jul @ 5:44pm 
Sweet, I'll work on that too, I fixed some of the floating stuff, some of the stuff outside of the actual play area is still floating slightly but it shouldn't be visible or ruin immersion. I see the floating trenches. I'm fixing those now.

I am working on a LCM model boat that will transport tanks to the beach like infantry instead of coming out of the static LCT's. That's going to take a lot of work but that and more customized uniforms are next.
rodeo 6 Jul @ 4:14pm 
Other thing I noticed, Allied tanks get stuck at the trench line on the beach, they cannot advance further. Otherwise mission is legit as hell, I hope this gets popular!
JuicedTimmy  [author] 6 Jul @ 11:36am 
See photos for ideal settings
rodeo 6 Jul @ 10:51am 
Awesome man. Yea the spawn on the beach was just an idea I saw from other maps I played that worked well. Much appreciated for the content!
JuicedTimmy  [author] 6 Jul @ 10:48am 
I've tried multiple phases with beach spawn points, however the Germans end up pouring down the hill to the beach to try and capture those points instead of holding the ridge. I could keep it one phase and put two capture points on the beach and two on the ridge and see how that goes. I'll mess with it. I'll look for the floating obstacles and fix them.
JuicedTimmy  [author] 6 Jul @ 10:46am 
Sweet, I just tweaked it a little more. I'll work on some of your recommendations tomorrow. I appreciate the feedback. It definitely made the mission better!
rodeo 6 Jul @ 10:35am 
Alright just finished two play-throughs with the new tweaks and finally got a victory, solid job. Here are a couple ideas that I think could help make this go from great to amazing:

-Have spawn points on the beach, that way there are always guys running around and not relying on boats. both times I played my NPC allies got smoked immediately and I was alone for most of the beach portion.
-Have two capture points on the beach on both ends of the map. It seemed the AI always veered to the right capture point (right as youre looking from the boat) and it made the left side of the beach completely empty. Capture points on the beach would help with making the initial beach battle feel more complete.

Lastly, there are a lot of floating obstacles, shingles, wooden poles, and artillery are hanging above the ground. Also the trench right before you hit the sea wall has a section that is floating. None of this was game breaking, just took a bit of the immersion out.
JuicedTimmy  [author] 6 Jul @ 9:38am 
Updates in, let me know what you think, I'll likely tweak it more but this is up for now and should address the issues. There's still multiple MG's. I want to see what game play is like before I remove them.
JuicedTimmy  [author] 6 Jul @ 9:21am 
I got it back lol, my updates I just made today are gone, I'll remake them and get them posted.
JuicedTimmy  [author] 6 Jul @ 8:53am 
Welp, Rodeo I had it all edited and went to share and accidentally deleted my local save of the map. I'm in the Corvo Studio's discord seeing if there's a way I can get it back, without local files I won't be able to edit the map further ):

I'll keep you posted.
JuicedTimmy  [author] 6 Jul @ 7:41am 
Thanks Rodeo, I've been debating changing that as well. I'll work on that today. Right now I have max tickets set up, When I play online and adjust tickets to 1.1x-1.2x I notice the allies win about 80% of the time.

I'll work on adjusting the base game play to make a balance for the 500 ticket max. I should be able to push the update today.
rodeo 6 Jul @ 5:26am 
So I love the look and feel of this map, it's fantastic but damn this level is so damn hard as Americans. There is an artillery battery and AAA gun (to the right on the map while you're in a boat) that kills nearly every single boat getting to the beach. If you do make it to the beach the 6-7 MG's cut you down. Out of 4 playthroughs, I haven't been able to achieve victory once. I usually run out of tickets/spawns after capturing one of the three objectives. My last play-through was 504 Americans killed and 74 Germans killed, the balance seems off.

Maybe put that artillery battery and AAA in the rear as something you have to encounter later and only use mortars for the beach. Increase spawn/ticket count for Americans. Maybe add spawn points on the beach to alleviate getting crushed in the boat from the start.

I want to love this mission, it's so damn close to what I have been wanting from an Omaha map so keep it up!
JuicedTimmy  [author] 5 Jul @ 9:27pm 
I hope you enjoy, I've spent a lot of time working on the map and mission. If you have any questions, feedback, or recommendations, please comment here! I host the mission often on multiplayer if you ever want to play together.