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Beta Map [MAP]RSTE-PhosphatePlant

BOH-rekrut

Grizzled Veteran
Oct 20, 2011
556
112
germany
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Update to RSTE-PhosphatePlant-B2

changelog :

-fixxed the issue with the invisible wall in the pillboxes
-added 100 more reinforcements to both Team s ( sometime it happen that one of the Teams run out of reinforcements with still 10 min to Play )
-increase the the caping time of some capzones from Minimum 15 sec to Maximum 30 sec (last capzones)
-fixxed several issues reported in this thread http://forums.tripwireinteractive.com/showthread.php?t=93351&page=2

Client: https://www.dropbox.com/s/a45nvuakplo2q83/RSTE-PhosphatePlant-B2Client.zip

Server: https://www.dropbox.com/s/r3ccmx1j7isbo1d/RSTE-PhosphatePlant-B2Server.zip
 
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I've played this a number of times now and it gets better and better each time. Initially the US side was stomping on the IJA but after people played a few times it balanced out more evenly. The IJA need to work really hard in the middle few caps (where the bunkers and trenches are) due to having a large front to defend. Good teamwork there will see them making the US pay dearly for each cap.

Once the combat moves into the factory it becomes really gritty stuff, where the large amount of cover and elevated walkways give the IJA a real advantage. US players will need to scan left, right, high and low if they don't want a Japanese bullet tearing through them. Also, sniping through some of the holes in the corrugated iron sheets of the factory wall was a particular highlight for me and, undoubtedly, a source of great frustration for the other team.

You have made a lot of great maps Rekrut, but I think this one is most certainly your best original work. Well done.

PS You are probably aware of it but I'll mention it just in case. The dotted boundary line of objectives isn't visible on the map, making it hard to know how far either side of the objective icon you need to defend. Apart from that, there was really nothing else that seemed obvious. Again, well done.
 
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Update to RSTE-PhosphatePlant-B3

changelog:

-Obj G and F are now locked when allies capture them
-decrease the timelimit from 40 to 35 min (allies reaching the faktory area with 20 min left)
-decrease the axis reinforsements by 40 to 680
-decrease the allies reinforsements by 40 to 800 (64 Players )
-added Obj-Zone-textures
 
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