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Level Design RSTE - Sugar Loaf "WIP

JacksonL

Grizzled Veteran
Apr 19, 2009
64
0
VERSION 5 Update


Steam Link http://steamcommunity.com/sharedfiles/filedetails/?id=472246440

Direct Link https://www.dropbox.com/s/zo4qf0wfdgq2306/RSTE-SugarLoaf_v5.roe?dl=0

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Quick Balancing Update:

- Allies can now destroy the bunker farthest right when facing the hill
- Allies tickets increased by 60
- Axis tickets increased by 30
- Axis spawn time increased by 1 second
- Low Ridge (B) has been reduced from 22 seconds to 20 seconds for capture
- The Crest (A) has been increased from 20 to 22 seconds for capture
- Game time increased by 1 minute
- Japanese Spawn moved about 100 meters back to stop massive Jap zerging at The Center (C) Point
- Tunnel entrances on the left and right now have a more unnatural appearance to make it easier for new players to identify
- A few more tunnel issues were addressed


VERSION 4 Update


Steam Link http://steamcommunity.com/sharedfiles/filedetails/?id=472246440

Direct Link https://www.dropbox.com/sh/6e3tf4bu8n18pcj/AACuGxVikW0BOLEHig83ZDxFa?dl=0

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New Stuff

- 3 New tunnels added for the Japanese to Counter Attack
- These new tunnels can be destroyed by using the Engineer Class and placing Explosives on the Designated area
- Added 2 U.S. Engineers
- Added 2 Japanese Engineers (In case they switch sides)
- Added a New Spawn for the Japanese inside of the tunnel (Japanese can lose this Spawn if Allies capture tunnel )

Balancing

- Lowest FIXED MG Moved to higher level bunker to the left
- Japanese now have a small decrease in tickets (570 Tickets)
- Allies now have a medium decrease in tickets (620 Tickets)
- Time down from 35:00 to 29:10
- C Point (Center) Is now recapturable unless all 3 points are captured

Fixes

- Plane no Longer crashes mid air into invisible blocking volume :\
- A bunch of tunnel exploits have been fixed, I'm sure there will be more though
- Can no Longer Crawl through FIXED MG Bunker to get into the caves
- Pathnoding adjusted in many areas
- Some minor terrain adjustments
- Fixed some bushes blocking bullets
- Adjusted some particles (hopefully helping performance)

Bugs

Bugs: Japanese Bots may congregate in the lower tunnels until SugarLoaf is captured still currently trying to fix this.


VERSION 3 Update

Steam Link http://steamcommunity.com/sharedfiles/filedetails/?id=472246440

DropBox Link https://www.dropbox.com/s/s9tmoeu96kq6ebo/RSTE-SugarLoaf_v3.roe?dl=0

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Screenshot from a match on [40-1] Legends server.
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Screenshot from a match on [40-1] Legends server.

Next Update will include:

- (WorkingOn) Looking into adding a secret tunnel for Japanese
- (WorkingOn) Still more tunnel glitches

RSTE-SugarLoaf_v3

x (Fixed) Map no longer crashes when selecting 64 bots!
x (Fixed) MG not being deployable in certain tunnel area
x (Fixed) Plane should no longer crash halfway in the air if shot down
x (Fixed) Falling Through the map in the tunnels :D
x (Fixed) Greeny Leaf plants stopping bullets
x (Added) 50 tickets to Japanese side
x (Changed) Adjusted spawn times to bring more balance
x (Changed) Captures times on the first three points
x (Fixed) Japanese can no longer spawn with the allies machinegun
x (Fixed) Grenades no longer fly out of bounds through certain tunnels

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Screenshot from a match on [40-1] Legends server.
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Screenshot from a match on [40-1] Legends server.

BACK FROM THE DEAD UPDATE

VIDEO LINK Below(Youtube Preview not working :mad:)
(Note: The lighting and skybox have been altered since this was shot)

-> -> ->www.youtube.com/watch?v=RUz0qxvUdMQ

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Sometimes, life hits you hard, and sometimes life hits you so hard, you require shoulder surgery and physical therapy(Turns out a tear in your labrum is serious). So I apologize, and hope to get everything squared away as soon as possible! I will be releasing a large update to the map, which should touch on most of the solid feedback I have received. This includes:

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List of Changes

- Axis can now win (hooray!)
- Roles and Squads now fixed
- Overhead Map now working properly
- First 2 Allied Objectives have been omitted in favor of a middle 3 to get the Allies moving quickly
- The First 3 Objectives are now a one time capture to make the match less repetitive and more engaging
- The First 3 Objectives have been completely redesigned. This means larger cap zones, more cover, and more exciting firefights.
- Ticket Increase of 220 for Allies, Ticket Increase of 150 for Japanese
- Small Time increase, was 31:00 now 35:00
- Axis can now enter Sugar Loaf through a newly designed tunnel with three entrances from the Southern Spawn
- Allies now have a New Tunnel Entrance If they attempt to assault from B
- New room to defend/attack in the tunnels which contains ammo as well
- More rocks, shrubs, and all around more detail
- Completely Reconfigured First OBJ's [now A , B , C located in center]
(These have quick capture times so Allies can get to cave/hill action quicker)
- No longer invisible walls along the border, out-a-bounds now active
(8 second penalty)
-Widened the map so Allies and Japanese can flank Sugar Loaf more naturally ( I may widen A and B so it's easier for Allies to flank but we will see)
- At the request of [40-MORD] lockdown is no longer active in case server admins want to set it themselves or forgo lockdown all together.
- Allies have received more cover for their initial assault
- Japanese have received more cover for their spawn area and approach to the hill


*
- In request of Lord of Beer along with many others, I have attempted to lighten the map (less fallout), without losing the overcast, and also make the lighting more realistic. The problem is, I have many people asking to keep it darker, and many others asking for the map to be lighter.

- Without a doubt I'd like to keep the rain and overcast if at all possible I think the more rainy maps the better! I'm hoping over time I can find a balance for both sides, the lighting is very much WIP until further notice.
*

Steam Link

http://steamcommunity.com/sharedfiles/filedetails/?id=472246440

Direct Link

https://www.dropbox.com/s/a3ekn35pje2riz3/RSTE-SugarLoaf_v2.rar?dl=0

Please send me feedback, I'm lonely.
Cheers guys! :IS2:




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OLD STUFF BELOW
Everything should be working. Updated Links

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V.1
This is the first version of the map to be released. I have only played it with bots and have a sneaking suspicion that there will be balancing issues. I tried my best to create a difficult challenge for the Allies, but keep the Japanese limited by tickets and spawn time. Currently, there are mortars and artillery on both sides. Historically both sides had the area zeroed in for destruction, but if it takes away from the map please let me know. It was suggested to me by a few folks that the map would benefit from being completely overcast, so that is where it is now. Please let me know of any bugs, issues, or complaints.

Thank you nymets and Beskar Mando for your guys help along with everyone else!

P.S. - Japanese. If there is a flamethrower in the caves you're gonna have a bad time.

Cave Lighting

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Larger Screenshot: http://i.imgur.com/rbNRSWr.jpg

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Larger Screenshot: http://i.imgur.com/LFNfbkm.jpg

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Larger Screenshot: http://i.imgur.com/gQsfYQE.jpg

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Larger Screenshot: http://i.imgur.com/JH8iD7L.jpg

Overhead Map Complete

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Rain & Skybox Update

www.youtube.com/watch?v=BB34qQOPAR8


Screenshots 2/9/2015

http://i.imgur.com/vxFnt60.jpg
http://i.imgur.com/V1ylCcS.jpg
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http://i.imgur.com/gf6lMIP.jpg
http://i.imgur.com/HkQrJ8P.jpg
http://i.imgur.com/rFdWjcY.jpg
http://i.imgur.com/DmzCR4J.jpg


Rudimentary Tunnel System Update

www.youtube.com/watch?v=-osK-6pJDfU

Map Teaser

www.youtube.com/watch?v=7_EstKXuhiM

Here is the map I am currently working on; Sugar Loaf Hill on Okinawa.
It's still very much a work in progress but I'm putting out a video to show you
what I have so far,

Cheers!​
 
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Update

Update

I currently have been working on making the bots more efficient in the map but it has been hit and miss. Even with Rallynodes they still seem to do head to the objective which ever way they'd like. Not to mention using the wrong covernodes even when explicitly told not to. Besides that, I've added Rain into the map with over 100 emitters and have been adjusting the draw distance to ensure the map runs smoothly. I also added a skybox, but I am still adjusting the fog distance. Take a look at my first post to see some new screenshots as well.

One of my current problems is that covernodes underground are not found by the objective volume, so bots won't use them. If anyone knows how to fix this I'd be greatly appreciated.

I'm hoping to have a playable map on steam soon.

Cheers!
 
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Bots don't like climbing things or having their paths blocked with little alternative route , is the path to the objective clear for them are they just standing there? Trenches also pose a problem and some bots just get stuck. Probably worth covering areas like that with a path blocking volume so they avoid it entirely and give them a smooth route to the objective.

If you haven't done so you'll need to set objective priority in the objective node settings. Each team's priority runs counter to one another, so if you have 6 objectives the attackers priority starts on 0 while the defender starts on 6, next objective attcker would be 1, defender on 5. etc. If you have dual objectives and want the bots to split equally you will label both objectives the same value.

About the covernodes, sounds like paths aren't making it through to them, in the pylon setting you need to select "Use Recast Symplification" and also in stepsizeoveride put "10" then build paths, press P once that is done and see if the paths reached underground if not put "20" inplace of 10. Double click the terrain and in the collison tab select "Allow Rigid Body Underneath".
 
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Hey PsychoPigeon,

Everything is set up objectives, priorities, covernodes, and rallynodes. Each objective is prioritized correctly as well. The paths are mostly smooth save the tunnels that need some more blocking volumes. The bots are moving around just fine, but for some reason even though my 1st dual objectives have the same priority, all bots go for only one objective first. With the 2nd dual objectives though, they equally attack both objectives just fine. I guess my questions are:

Is there an even more defined way to stop one of the teams of bots from using a covernode completely? (Besides selecting Good Bad Neutral)

Is there a way to check if bots are using rallynodes?


On a side note:

Do you know by chance if you can use rallynodes and covernodes underground? (Currently I can't get covernodes to work underground)
 
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The paths reach to the tunnels below and every path is green. From the error message, it seems the placeable volume can't seem to see the covernodes even though they are inside of it. I'll try the recast symplification and the ovride tomorrow and see how it goes. I also have Allow Rigid Bodies Underneath selected, but it sure was fun without it!

Sorry I meant, is there a way to specifically stop one of the teams of bots from using a covernode completely, not the player.

Thanks for the quick reply. :)
 
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