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The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
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  6. Use of symbolism and regalia recalling Stalinism.
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Examples:
So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.
A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.




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RSTE-Kobura

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  • [RS] RSTE-Kobura

    Hello everyone,

    This is a level I have been working called 'Kobura'. The map isn't based on historical events or a real area, I like to think its based in Burma somewhere. The map takes place on uneven jungle terrain with varying levels of height, both teams will be moving up and down slopes. The flow of the map also takes players across a river several times, and creates a sort of zig-zag movement pattern. US forces will be defending against Japanese attackers with 7 objectives which include defensive lines, a ruined temple, a village and river banks.

    Update 3

    Main additions include :

    Smaller spawn protection volumes for the Japanese
    Additional spawn locations for some objectives
    New locations for some spawns
    Adjusted some cap zone volumes
    Large blocking volume pass
    Improved AI pathing
    A more thorough cover node pass
    Colour correction added
    Fixed splash decals not rendering properly on water surfaces
    Fixed odd lighting in the tunnels
    Fixed several floating objects
    Fixed inability to place booby traps
    Increased round time by a few minutes
    Increased force respawn interval
    Replaced old ruined wall sections with new ones, you no longer get caught on them now
    Added several new props such as a new hut, outhouses, shelters and hut furniture
    Detailed hut interiors and exteriors
    Added alcoves and pillars to the Ruins tunnels for additional cover
    Optimisations
    Fixed noticeable clipping of dust/smoke particles when they would intersect other objects around the Ruins

    What's to come :

    Final overhead map
    Further optimisations
    More thorough blocking volume pass
    Further details
    Changes based on future feedback

    Some screenshots


    Spoiler!

    Spoiler!

    Spoiler!

    Spoiler!

    Spoiler!


    Again I need to give a huge thank you to the great people over at The Wild Bunch clan, without these guys support, encouragement and willingness to host and test the map I wouldn't have got this far.

    Beta Thread

    Any feedback and criticism would be greatly appreciated, If there are any problems running the map, please let me know and I'll try work any issues out as soon as possible.

    Thank you very much for your time, I'd also like to give a massive thank you to The Wild Bunch clan who have been helping shape the map and have offered wonderful support which has given me a much needed motivational boost, Their assistance is of great value to me.
    Last edited by shadowwill; 11-05-2013, 05:06 PM.
    KF-Crag_Final
    RO-DerZooBunker
    Modular Buildings Pack [RO2]

  • #2
    Well, so far from the pics it looks great!

    Comment


    • #3
      Looks great!

      Comment


      • #4
        Can't wait to try it out on a server.
        [LEFT]
        [/LEFT]

        Comment


        • #5
          Have to say its a fantastic alpha and it will only improve..more than happy to have helped out..
          sigpic
          www.twiladder.com
          I'm on a vodka diet, I've lost 3 days so far.

          Comment


          • #6
            Great Job Will.... WI will download this today.

            Comment


            • #7
              Those screenshots look absolutely stunning! This is going to be a great contest and hopefully we get a lot more official maps out of this.

              Comment


              • #8
                Really nice, I like the varying elevation levels, looking forward to the beta releases after the initial feedback

                Comment


                • #9
                  The pics looks awesome and I love the setting. Can't wait to try it!

                  Comment


                  • #10
                    Just realized someone else got the idea to put a ruined shrine in their map. Yours is a bit more impressive than mine... I'm gonna have to do something about that.
                    [LEFT]
                    [/LEFT]

                    Comment


                    • #11
                      I just did my quick walk-through of this map and I really like the direction it's going.

                      The rivers, huts, and ruins all flow very nicely and the very uneven terrain will provide for some very interesting gameplay. I can't wait to try it out on a full server.

                      My favorite thing about the map is the bright color palette. Please don't change that, I love how it stands out in comparison to the stock maps.

                      Comment


                      • #12
                        I also did a quick run thru this morning. I like the large size of the map and the not linear path of the objectives that leaves plenty of room for maneuvering and flanking.

                        It definitely looks like there will be some interesting and epic combat here.

                        Also, I agree with Moskeeto about the map colors and you have done a nice job on the shrine!

                        Comment


                        • #13
                          Hi,

                          Possible to put a few boxes of ammunition and wind ?
                          [url]http://www.redorchestra2.fr/forum/viewforum.php?f=6[/url]

                          [url]http://www.redorchestra2.fr/forum/viewforum.php?f=16[/url]

                          Comment


                          • #14
                            Noticed you can go through a cliff at the end of the temple objective. Can't kill anyone but you'd be able to shout targets in an unfair spot.

                            Comment


                            • #15
                              Looks absolutely great!!! And it's also great how many interesting custom maps we'll get. Didn't anticipate that.
                              Last edited by TheStranger; 09-06-2013, 10:23 AM.
                              [url=http://forums.tripwireinteractive.com/showthread.php?t=92324][|| Immersion Overhaul Mutator V1.04 ||][/url]

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