Red Orchestra 2: Heroes Of Stalingrad

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Red Orchestra 2 Beta

by on Monday, February 27, 2012, under News

Three weeks ago we started a campaign of information dealing with upcoming (often work in progress) changes coming to Red Orchestra 2. We have covered the additions of RO Classic and Multiplayer Campaign, the new map Mamayev, and upcoming refinements to the game. This is all culminating in the reopening of the Red Orchestra 2 Beta for all players to help us test and give feedback on these changes and additions!

Below you will find the initial list of changes going into the beta:

New Content

  • New to the beta is Mamayev Kurgen which is a map taking place on the famously contested hill overlooking Stalingrad. This work-in-progress map features long range combat not previously seen in other RO2 levels!


  • Improved lockdown system. Lockdown now starts if the attacking team has not initiated a capture in 5 minutes or has not captured any objective in 7 minutes. There are new sound and visual indications when Lockdown has been initiated.
  • Improved overtime system. Overtime has been added to territory maps. If the attackers are still actively capping an objective the round will no longer end.
  • Improved spawn protection. When entering spawn protection there is a more obvious warning as well as a countdown timer similar to leaving the map boundary.
  • (Work in progress) Refinements to spawn on squad leader. The UI has been improved to make it more obvious where you’ll be spawning. Additionally if you fail to spawn on your squad leader you will receive an error message, as will your squad leader.
  • In realism mode shooting players in the legs/feet will slow them down for a short time
  • The effects of bullet whizzes have been significantly magnified
  • Refined player damage model. Now in realism mode hitzones can always take damage no matter how much damage they have already taken (before non-lethal hit zones could become invulnerable and no longer take damage). In standard mode bandaging hit zones restores the health of the hitzone, but not the player’s overall health. In this way after bandaging players will take damage on the bandaged hitzone again (before they would never take damage on that hitzone again).
  • In realism mode bandaging now takes twice as long


  • Improved MG weapon collision detection when deployed on cover. This is most noticeable when deployed in windows.
  • The MG34 now has wider limits when deployed similar to the DP28
  • The radius that players will get bullet whizzes sounds and suppression has been significantly magnified. Additionally, the volume of bullet hit impacts and bullet whizzes has been greatly increased.


  • Split assault role in ‘Assault’ and ‘Elite Assault’ Only the elite assault role gets the MkB/AVT. The first time you play any existing assault xp will be copied/duplicated to elite assault.
  • Removed mini objective overview from the hud in realism mode
  • In the class select menu enemy weapon unlocks are now added to the bottom of the list instead of the top
  • Fixed the player damage hud not displaying damage resulting from bleeding. Also, fixed several hit zones not displaying any damage (lower left leg, left foot, groin)
  • Hitzone damage indicators now scale from Yellow (0-33% damaged), Orange (33-66% damaged), Red (Greater than 66% damaged)
  • A tooltip has been added to the team select menu to show what players are currently on that team.
  • Added North indicator to the minimap/compass.
  • Fixed a bug where certain types of hits weren’t counting toward the accuracy stats, giving inaccurate weapon accuracy stats.

Other Changes

  • Optimizations to dynamic shadows
  • Fixed black skybox on older NVidia cards
  • Fixed camera floating above the player when killed from prone
  • Changes have been made to TE-CommissarsHouse spawns to help balance the map

Known Issues

  • Some veteran level weapon unlocks are unlocking at raw recruit.

Discuss on the forums ->

Meet Mamayev

by on Tuesday, February 14, 2012, under News

Set on the outskirts of Stalingrad, Mamayev was a strongly contested high ground that both sides vied to maintain control over. The belief was that the side that held the hill could control all the rest of the city. The Soviets dug in with trenches, bunkers, barbed wire and mine fields before the battle began. By the end of the battle of Stalingrad, after trading sides numerous times, the hill was mostly flattened and no grass would grow on its lead poisoned ground.

Mamayev is an infantry only map featuring combat between trenches and bunkers one hundred and fifty to two hundred meters apart. It is designed to meet the needs of those looking for extended range rifle combat, truly separating the riflemen from the boys. Those skilled with the rifle and holding the high ground will be able to find their targets even further away, with the current office record stands at a 411 meter head shot delivered via sniper rifle. For players who enjoy a more up close and personal fight, they will be spending time finding their way through the twisted corridors of the bunkers built into the hill searching for those laying in ambush (or lying in said ambush themselves).

Keep in mind that this map is still hand the hands of the level design team, working on how it plays, and has yet to be art passed. With the fact that what you are about to see is still a WIP (work in progress) version of the map, we are proud to reveal the first out of office shots of Mamayev!

Players will soon be able to take to the slopes of this battlefield as the RO 2 beta rolls out again.

Discuss on the forums ->

More Video From The Front Lines

by on Thursday, September 9, 2010, under News

Our good friends at Game Trailers came by to see us again at PAX.  This time they recorded some territory gameplay while John walked them through our latest unveiled level, Fallen Fighters, a 1:1 recreation of the square in Stalingrad.  For those new to the Red Orchestra franchise this video will teach you about the original RO gametype.  You will also have a chance to listen to John tell tales of the team sharing a bottle of vodka with the museum curator of the museum that resides in the iconic Univermag as the team toured the site.  You can find the video here: – Heroes of Stalingrad Territory Preview

Discuss on the forums ->

All The News From PAX Prime 2010

by on Thursday, September 9, 2010, under News

This was Tripwire’s first visit to PAX and it won’t be our last. The team had a great time showing off our games to the public.  Once again John spent the majority of his time demoing Heroes to the press for your benefit. We also unveiled our first teaser trailer that confirmed the existence of Tanks.  So make sure to note what PC Gamer is calling the best thing they saw at PAX!

If we missed any coverage from PAX be sure to let us know in the forums and I will add it!  And don’t forget our next show is here on our own turf at SiegeCon.  If you are in the Georgia area be sure to drop by, and don’t forget to elect someone to keep bringing those questions!

Discuss on the forums ->

The “Big” Reveal – First Teaser Trailer for Red Orchestra: Heroes of Stalingrad

by on Friday, September 3, 2010, under News

Roswell, GA, Friday 3rd September 2010: Today Tripwire Interactive is proud to release the first trailer for their upcoming game Red Orchestra: Heroes of Stalingrad. This first teaser trailer gives everyone a glimpse of the brutal and exciting combat featured in the game. The trailer also showcases the “Big” reveal of the feature fans have been chomping at the bit to know about – tanks. With an unprecedented level of functionality and immersion the game will set the standard for tank combat in FPS games for years to come. Here are some highlights about the vehicles:

  • Immersive and robust first person tanking experience with a fully modeled 3d interior authentically recreated
  • Never fight alone – with a fully functional and animated AI tank crew you never have to fight alone again
  • Advanced functionality and interaction – a near simulation level of functionality streamlined for FPS players
  • Multiple crewable positions including commander, main gunner, driver, and hull mg gunner – take direct control of any position you want, and the AI crew will handle the rest.
  • Expanded damage system with full armor penetration system and internal component and crew damage

Take a look at the trailer and see what else you can spot! For more information on the game, head to

About Tripwire Interactive

Based in Roswell, GA, Tripwire Interactive is an entertainment software developer and publisher founded in 2005 by the award-winning mod team and winners of the 2004 edition of the “$1,000,000 Make Something Unreal” competition. Released in early 2006, Tripwire Interactive’s debut retail title Red Orchestra: Ostfront 41-45 achieved both critical and commercial success garnering several awards including “Multiplayer Game of the Year” and “FPS of the Year” for 2006. Killing Floor, Tripwire’s second title, jumped straight to the top of the Steam best-seller list and instantly became one of the top-ten most played FPS games in the world. With some of the most-played PC multiplayer games on the market and over 1 million units sold on PC, Tripwire Interactive have proven that with hard work, determination and great distribution partners, independent game developers can still make a big splash in the games industry. And if that wasn’t enough, in 2010, Tripwire is publishing Zeno Clash, The Ball, and Dwarfs, bringing more independent developers’ products to the world. For more information visit Tripwire Interactive’s website at


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