Didn't expect to find the third version of a beta in this thread. In any event, I'm glad I discovered it. I'll place it on Crucible shortly.
V3 is live.
Direct download: RSTE-Mayako_V3.roe
Code:MD5: 7AF8BEA8A8A8F06D663AB9D4FE95053C SHA-1: 56FC8485DC47CDAF950E663B55CFC620FDDE23B0084A712A15B95B737FEBFF43
I have some feedback
The double caps in the middle - it would be better if they locked once captured
Maybe about 5-10 more minutes on the clock (not sure about reinforcements)
Unblock some of the flanking routes
This was on a 50 man server, ran out of time on the second last objective. That's a really cool objective to fight over, so it would be good to see the map time extended so we could.
Hope this helps at least a little bit. I'll provide more when I've played more.
[NEW] A tunnel near the first objective
[NEW] A new way to Jarai village (Objective C)
[NEW] All destructible meshes are now marked with proper icon on the map
[CHANGED] Time +30 seconds
[CHANGED] Area between Inland AA gun and the last objective adjusted
[FIXED] Incorrect US spawn protection for the first objective
[REMOVED] Hidden destructible meshes
[REMOVED] Hidden gimmick options
Finally, thank you.
Did you do anything about the lousy cover in the last objective?
Did you fix the memory leak for this map yet? Had it running on my full server with around 50 real players, about 4/5s threw the game pings started spiking, when I looked at my server, the Ram usages was up well over 5GB... Also the spawn from the capture points are way to far, the ones at 250 meters really? I had lots of vocal feedback to this from the people who played on the map when my server was full, Could you adjust the spawn locations from the points? I think a max of 120 meters is acceptable, anything past that gets players annoyed. I ultimately have since removed the map from my rotation since, no one likes running for 300 meters to the next cap as soon as they die. It also adds to unfair balance issues.