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Beta Map RSTE-Wake Island 1944

TheDarkAlly859

Grizzled Veteran
Aug 15, 2013
78
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Oregon
Beta V5 Screens
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Wake Island 1944 BetaV5
 
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I like the changes and look forward to seeing what else you come up with.

I found that you can submerge completely in the lagoon without taking any damage which presents interesting possibilities for Marines to become sub-Marines, stealthy flanking missions, underwater firefights and the like. Not sure if you had this in mind though. :p
 
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Played the map today.

More radios are needed, as U.S commander I was stuck at the final cap (E) with no radio to call in artillery. If there was one it wasn't showing on my indicator.

There's quite far to walk and quite often I bumped into Japanese relatively far behind the active cap. Some spawn extended spawn protection will stop the Japanese moving so far up beyond the cap.

Destroyed vehicles on the roads/craters/debris would help the Japanese advance, I found it quite easy to pick off Japanese players.
 
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Hello,

When looking at the sea I can sometimes see grass on it:

http://www.hostingpics.net/viewer.php?id=126645Grass1.pnghttp://www.hostingpics.net/viewer.php?id=126645Grass1.png

http://www.hostingpics.net/viewer.php?id=154877Grass2.pnghttp://www.hostingpics.net/viewer.php?id=154877Grass2.png

http://www.hostingpics.net/viewer.php?id=882302Grass3.pnghttp://www.hostingpics.net/viewer.php?id=882302Grass3.png

As an american, when B was lost, I didn't get any message telling me that I had to leave this zone or else I would die. In my mind I shouldn't be able to stay between B and the ammunition box (between B and E), in C3 or C4. Maybe you should move this box exactly between B and E:

http://www.hostingpics.net/viewer.php?id=966094faraway.pnghttp://www.hostingpics.net/viewer.php?id=966094faraway.png

When defending E, from the capzone, I thought that attacking from the road between B and E, or the little hill with trees beside it, would be very difficult. The road is empty and japanese can't advance on it without any cover (a smoke grenade isn't enough in my opinion). Maybe more bushes would help too on this little hill. It should'nt be easy to attack from there but doable.
 
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Thanks everyone for all the feedback.
Grass is fixed and will be updated tomorrow.
All radios will be in and working at that time too.
More cover will be added at next update.
Spawns will be reworked and hopefully fixed by tomorrow.

In regards to a message showing up for allies to fall back or be killed, is this achieved through map bound volumes that trigger in Kismet, increasing the size of spawn protection volumes, or some other means? Can't seem to figure this one out :S
 
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Thanks everyone for all the feedback.
Grass is fixed and will be updated tomorrow.
All radios will be in and working at that time too. More cover will be added at next update.
Spawns will be reworked and hopefully fixed by tomorrow.

In regards to a message showing up for allies to fall back or be killed, is this achieved through map bound volumes that trigger in Kismet, increasing the size of spawn protection volumes, or some other means? Can't seem to figure this one out :S

Yeah they are done in kismet with a spawnprotection volume attached to the spawn in use.

For the sea you could add a physic volume which hurt the player when they go to deeper water or use a bouds volume to these areas in the sea.
The bounds volumes are activated in kismet to.

Your map needs a recon plane or better said there aint a reconplane too.
To get that check the kismet in a stock map. Search for the reconplane part. And doubleclick on these kismetnodes attached to the matinee.
It will bring you to the reconplanes in the map.
Copy these two and paste them in your map.
Then go back to the stockmap and copy the reconplane kismet stuff and paste this in your kismet. Than connect the planes you copied before to the kismet in your map.

Didn't know how to explain this easier.
 
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I had to rename some part of your server INI

yours:
[RSTE-WakeIsland_Alpha ROUIDataProvider_MapInfo]
MapName=RSTE-WakeIsland_1944_B2_a
FriendlyName=Wake Island 1944
GameType=RSGame.RSGameInfoTerritories
PreviewImageMarkup=
Description=
LoadMapMovie=
MapTips=
MapTips=
MapType16=RSTE_Infantryonly
MapType32=RSTE_Infantryonly
MapType64=RSTE_Infantryonly

[RSTE-WakeIsland_va003 ROUIDataProvider_WorldInfo]
MapName=RSTE-WakeIsland_1944_B2_a
Friendly=Wake Island 1944
PreviewImageMarkup=
Description=

mine:
[RSTE-WakeIsland_1944_B2_a ROUIDataProvider_MapInfo]
MapName=RSTE-WakeIsland_1944_B2_a
FriendlyName=Wake Island 1944
GameType=RSGame.RSGameInfoTerritories
PreviewImageMarkup=
Description=
LoadMapMovie=
MapTips=
MapTips=
MapType16=RSTE_Infantryonly
MapType32=RSTE_Infantryonly
MapType64=RSTE_Infantryonly

[RSTE-WakeIsland_1944_B2_a ROUIDataProvider_WorldInfo]
MapName=RSTE-WakeIsland_1944_B2_a
Friendly=Wake Island 1944
PreviewImageMarkup=
Description=

renamed "RSTE-WakeIsland_Alpha" to "RSTE-WakeIsland_1944_B2_a"
renamed "RSTE-WakeIsland_va003" to "RSTE-WakeIsland_1944_B2_a"
 
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