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Level Design RSTE-Yonabaru

Defwen

Grizzled Veteran
May 25, 2013
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defwen.com
mTm9J0Z.jpg


Hi there,
it's time to share more about my next map. Unlike Mayako, this map will be released as beta first. Means you can play the map sooner and your feedback will be crucial for the next versions.

Shuri line, 1945. Yonabaru is located on the east cost of Okinawa and the map itself is set in the northern area of Yonabaru. Be prepared to fight for an airstrip, small town and a base in a jungle.
Spoiler!


Screens from PIE:
http://imgur.com/a/jw7du[url]http://imgur.com/a/jw7du[/URL]

I cannot give you a release date atm, but not later than summer.
Spoiler!
 
It certainly looks pretty, but I hope this time it'll be balanced. Mayako was horribly defenders-biased.

Mayako is more close combat than open area. As far as I know, V3 is pretty balanced. I saw both, attackers and defenders winning match. Some of them were pretty close. Plus you can destroy several objects to make a new way into objective so ....


Nice work so far. Only suggestion I'd go hit easy on the bluish tent a bit,Lighting looks bit off from your skybox. But then again I'm sure that's all wip.

Good job.

That's a valid point and it's WIP.
 
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OK maybe not the grass part but i still say the sky is too dark at that altitude when it should only be when you look straight up, and those clouds seems also have the same problem.
Why not just copy the look of Sub Base as that map is more pleasing to look at.

And like in Mayako the sun shafts are exaggerated and i don't think i've seen them in real life being casted in the opposite direction of the sun http://i.imgur.com/HSGL3zw.jpg
 
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Why not just copy the look of Sub Base as that map is more pleasing to look at.
Cause that's not how I make my maps.

And like in Mayako the sun shafts are exaggerated and i don't think i've seen them in real life being casted in the opposite direction of the sun http://i.imgur.com/HSGL3zw.jpg[url]http://i.imgur.com/HSGL3zw.jpg[/URL]

Mayako is set in a completly different stage of a day. Lightshafts are slightly off as there are some things I need to think about first. That's what "work in progress" means.

Do you use SweetFX or did so beautiful lighting on Unreal Engine3? :D
Looks great.

Nah, no SweetFX. Pure UE3 lighting (and RGB table).
 
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Keep the faith Defwen.

Many years ago, I had a forum mixer with Hourences ( [url]http://www.hourences.com/[/URL] ) about if level design was an Art or a Craft. I choose craft, mainly because much of the making is technical and requires proficiency with a number of tools/apps. Hournces said "ART!", as the vision is what drives the results. Level designers adapt to whatever game engine they're working with, and will get as close to their deired results regardless of the tools provided. Maps are so subjective, the only opinion that really matters is your own. Though it's nice when other ppl like it as well :p
 
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Hi there,
I'm proud to announce first public release of Yonabaru, a custom map for Rising Storm. The map is in early beta, yet playable and hopefully enjoyable.

Shuri Line, 1945. Yonabaru is located on the east of Okinawa. Repel enemy offensive, capture nearby villages, town and push Japanese forces to a sea during your counter-offensive. Yonabaru Airstrip is your final destination and objective.

RSTE-Yonabaru (Beta) is available on the Steam Workshop.

Current bugs/missing features:
- sounds
- cover nodes, mantle (currently only in the most important places)
- building interiors
- non playable areas are flat empty
- no bots support
Spoiler!


Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=471044192[url]http://steamcommunity.com/sharedfiles/filedetails/?id=471044192[/URL]

Direct download: http://defwen.com/ro2rs_maps/[url]http://defwen.com/ro2rs_maps/[/URL]
 
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