I’ve previously reviewed the LaGG-3 Series 4 and I-153 for IL-2’s Siege and Liberation release but I haven’t really focused all that much on the new Odessa map. Consider this article to be a mini-review of what the map has on offer.

The art style

The Odessa map’s history in the series goes back almost a decade. I reported on it and news surrounding the map’s early stages back in 2016. Work on it slowed and likely stopped at some point before picking back up again around a year ago according to the comments that I’ve read. Some of those early efforts informs what we have today.

The style of the map is very much of a “green” one featuring plenty of agricultural areas with interspersed rivers, road, rail and a mix of small and larger villages, towns, and a few cities. This makes it most like the Kuban map at a core level without the more arid steppe for Stalingrad or the autumn or winter scheme the dominated the Moscow map.

There are some unique assets setup for this map with a few key landmarks, statues, lighthouses, row houses and other features unique to the map while the rest of the map is laid out using assets developed previously. Its not unusual for the Great Battles series to do that, however, I feel here this is a bit more than the usual. That gives me the sense that the map was given time to be finished but not necessarily to strike out on its own all that much.

The biggest issue I have with that is not the assets themselves but more with the landscape tiles. They blend reasonably well with the terrain but I do wish they took on their own character – perhaps with a subtlety different set of colours to make it distinct from Kuban.

Up to now, I could always tell which map I was looking at but with the Odessa map its a bit harder to guess. Because the IL-2 Great Battles map style works its way back and forth between real world simulation and a slightly artistic impression, I do kind of wish for something unique. Make the fields a different shade of brown and yellow? A slight shift in the shade of green? Give it a unique look.

The different regions

The first region of the map that I want to focus on is the area that I think is intended to be the centrepiece of the whole map. The area along the Dnister River including Ribnitsa Tiraspol, Kishinev, and Odessa itself are a mix of subtle hills, rivers big and small, and agricultural fields. Note, I’m using the names as labeled on the map, however, I know some of these have changed either in subtle or more significant ways in the last 70-years. For specificity with the in-sim experience, I’m using them as they were labeled.

The area here is probably the most interesting and the most dense both in terms of settlements and airports and where you see the most agricultural areas.

Travel to the north eastern side of the map and you get away from some of the more dense settlements. There’s still agriculture but less of it and more of the kind of barren looking steppe style of texturing that we’ve seen on some of the other maps. Its more green than Stalingrad but it has that kind of bleak flatness. There are still literally dozens upon dozens of smaller towns and settlements out in this area so its not like there isn’t anything to look at.

Head on over to the west side of the map and you have Iași right on the edge of the map. This is well detailed and has quite a few buildings packed into the area. There are more rolling hills here than the flatness that you’ll find elsewhere. To be clear again, Odessa is not an entirely flat map but you don’t see dramatic hills here and nor will you see the mountain ranges found on the Kuban map.

There are some slightly more unique formations if you go just south of Bârlad along the south western edge of the map. Here there are long striations with a series of hills and valleys with enough slope elevation to cause a change of texture. It’s a little more dramatic looking than some of the other areas on the map. If my geographical memory is correct, formations like this are likely caused by the last ice age as the retreating ice formations literally clawed their way out of the area.

While most of the aerial battles will probably focus in on the central area and out to the coast, there are a few small regional differences you can find across the map. Its nothing as dramatic as the Kuban map but there’s at least something you can look for while you’re flying about.

Quality of presentation

Having spent a couple of hours flying over the map and probably another hour zooming around to have a look at it from above and down low, I do wish to report that most of the quality of presentation of the map is very good. What do I mean by that?

I’m talking here about how objects are arranged, if there are serious problems or floating objects, or that sort of thing that hurts the presentation and takes you out of the simulation a little bit. I did find a few weird looking fences on some hills in a few villages but by and large the presentation is good.

There are a few instances where some bridges may not fit the environment as well as they could but its nothing new for the series. Importantly, it seems to be functional enough to support vehicle crossing and convoy movement.

There’s a good sense of the historical layouts of these towns and cities (certainly smaller and less interconnected than they are today) working their way around local land formations. There is lots of repetition and shared assets as mentioned but they seem to have been laid out well.

Navigational ease

One of the tricks and challenges of the IL-2 series is navigation. If you’re flying on this map on an online server with icons off, you may find yourself struggling to locate yourself without some useful geographical features. How does this map do?

If you’re flying near Odessa or anywhere along the coast, you’ll have a very easy marker to work from. The port itself is quite easy to see and use as a navigational aid. The coast changes a little bit depending on if you’re to the east of the city or to the south west where various lagoons, tidal islands, and spits can be found.

Navigation along the Dnister River is also relatively achievable. The roads, smaller and larger settlements, few cities, and airbases make for key landmarks that you can use for mission planning.

Where things will be challenging for average flyers is when you get into some of these other zones outside of that. How do you distinguish the shape of this small circular village with that other one? It’s not impossible as IL-2 has great map readability but it can get hard when you have a spiderweb of roads rivers and towns. My strategy is to use the bigger landmarks and ample use of the map based ruler system to plan your point to point navigation.

Final thoughts

Odessa map, though feeling like a rehash of past hits, is a decent enough map experience for IL-2 Great Battles.

I do wish it had something that made it a little unique in how it was presented from an artistic standpoint. Something that made it just a little more distinct from Kuban. I understand the geographical proximity and the limited scope of the project have kept some of the efforts to be quite modest (Korea is the focus of the majority of development these days). Still, some subtle variation would be great.

Despite my complaints, it is still a quality presentation of a historical area with no real issues that I can see in terms of offering up some gameplay experiences. Some interesting airport layouts and a just large enough geographical area should make the campaign here interesting, if familiar.

I suspect the Finnish map, with its abundance of custom assets and a more unique geographical features, will overshadow this one in the release. Still, this one should hopefully prove popular online and off.


22 responses to “A look at the Odessa map for IL-2 Siege and Liberation”

  1. The textures are still wip. Most of the steppe like areas will get agricultural field textures too. It’s a lot of work, because all is done manully.

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    1. ShamrockOneFive Avatar
      ShamrockOneFive

      Oh really? I hadn’t read any comments about that. I hope then that we’ll see a few tweaks. I honestly don’t think it’d take much to give it just a slightly unique look about it to make it stand out.

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      1. Once fully textured, the map should be one of the most accurate in the game. The landscape in the region is a little monotonous, but no other map has more villages and towns and also the road and rail network is one of the most detailed in the game.

        Liked by 1 person

      2. ShamrockOneFive Avatar
        ShamrockOneFive

        I look forward to seeing that process occur!

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  2. I saw this map a while back. There is nothing wrong with it, but I have to say it is not terribly interesting.

    I have wondered why no one has made air missions for Provhovoka. Well known, intense battle and pleasant summer textures.

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    1. If you mean Tank crew map, its performance killer, you cant have many AI on it, and on top mission planner is bad so not many people use it, and small number of people who use it probably dont have time to make missions for map most players dont have.

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      1. ShamrockOneFive Avatar
        ShamrockOneFive

        Yeah that sadly is a major reason why the map never really took off online.

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    2. ShamrockOneFive Avatar
      ShamrockOneFive

      As Sokol mentioned, Prokhorovka has performance issues and every multiplayer server that brought it into rotation took it out just as quickly due to issues. It was barely playable unfortunately.

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  3. I really want to get this but I’m just rather weary of if I should because of the developers behaviour. Scapegoating Jason by making him out to be a bad developer such as wanting to include major Italian cities like Rome for a Sicily installment and was very anti-Pacific. I’m glad that Normandy was done instead of Guadalcanal because that offered a very interesting lineup of aircraft on both sides that people would be more familiar with than in the Pacific, thereby generating more revenue. Jason knew what was most appealing for the combat flight sim community and they wouldn’t be at this stage without him. And the thanks he gets is just garbage.

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    1. Any facts on this?

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    2. ShamrockOneFive Avatar
      ShamrockOneFive

      They have been more focused as of late. Some of the earlier messaging was less focused and more problematic than it needed to be.

      Jason did very good work turning Great Battles around. Not by himself, of course, but he was effective at addressing some of the issues at the time (no VR, render distance, the whole unlock situation).

      Simmers have long memories. I remember some of the debates on the old Ubisoft and 1C forums (aka the “Banana forum”) but at some point we (and they) have to see what the new simming landscape looks like.

      I think it will be very interesting in a couple of years. Korea + future development. Combat Pilot hopefully making its larger debut. Perhaps DCS WWII coming into stream plus all of the other stuff. Some sort of future Falcon series development likely. I hope!

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    3. Ultimately it doesn’t matter. Jason now has the opportunity to bring his own vision to the market and we’ll see how he does (and the same for the new IL-2 Korea engine, of course).

      Ideally, we see both teams trying to out-innovate each other, and this way, pushing each other to be their best.

      Liked by 1 person

      1. ShamrockOneFive Avatar
        ShamrockOneFive

        Absolutely. High hopes for a vibrant set of offerings.

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  4. somehow GB map related; to me this just seam like same game, not any big differance in mas in GB and Korea:

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    1. ShamrockOneFive Avatar
      ShamrockOneFive

      It does look similar. Two points on that. The first is that I still don’t know what is finished and what is still placeholder. The other is that it may not seem too different in some situations. There are key differences which are more capabilities based. It can do tunnels, dams, more detailed coastlines, more detailed train tracks, etc.

      They obviously can’t use satellite imagery so there’s going to have to be a more artistic approach to it.

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      1. Yes tunnels and dams are big plus for Korea, castline and rivers to me still dont look to good, train tracks ill probably not notice that mutch from high up or fast down low. In that cockpit pictures you could clearly see progress, new vs old game, even though it was not in game, but map, sky clouds its just looks to similar for now.

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    2. Of course, we have to wait for the Stormbirds review to truly see how it stacks up!

      Liked by 2 people

      1. Agreed!

        Liked by 1 person

  5. Forgive me for not being directly on topic but there is something I would really like to bring up since this is about Great Battles. I really wish that Great Battles could have included Kursk as you could have a wide range of scenarios such as not only the Battle of Kursk, but also the multiple Battles of Kharkov from 1942 through to 1944. I just think it’s a missed opportunity here.

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    1. ShamrockOneFive Avatar
      ShamrockOneFive

      We have most of that battle with Tank Crew and the Prokhorovka map. Obviously the map has proved technically problematic as mentioned again in recent discussions. It would be an interesting battle to focus more of the air war on but again… this series is largely finished. Perhaps what follows Korea will tackle it.

      Liked by 1 person

      1. I apologize for my over zealous attitude for Great Battles. I wish they did the air war over Kursk, Kharkov and Belgorod. But Again, I think you are right. Development on Great Battles cannot go on forever.

        Liked by 1 person

      2. ShamrockOneFive Avatar
        ShamrockOneFive

        No apologies for loving flight sims! That’s why I hope you and other folks are reading here.

        Also need to be realistic about what is and isn’t likely. That said, I wasn’t expecting Siege and Liberation so never say never.

        Liked by 1 person

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