• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Level Design [WIP] RS-SubBase

:)

Roger. Works from SWS.

But there is a missing ENV file having something to do with Decals. So it crashed and burned loading out of the redirect. This thing has more parts than a Cadillac DeVille. AS soon as it can run from a redirect, I will put it in rotation. If the developer is punctual about it; it will be featured in the Sunday Crucible event.
:D
 
Upvote 0
I'm not too sure what I need to do to fix it, since I don't have any way of testing with a redirect. If anyone has any suggestions, I'd be happy to try them.

:) There is a needed ENV- file being called for by the Client files that isn't present among them. Apparently the missing ENV component is present in the server files, otherwise the server would probably crash during a map change to SubBase. But that didn't happen. The error only occurs when trying to download client components.


Mord is right though, you really need to diminish the numbers of files into one for server and one for client.
This looks like a decent map. If you can improve the situation, I'll get this map into OGG events asap.
 
Last edited:
Upvote 0
Ok, here's a new version. I've merged all the upks and map files into just one map file.

Both server and client files are in this package.

http://www.martinpalko.com/files/SubBaseBeta2_Cooked.rar

Could a server host verify that this fixes the issue? If it does, I'll update it on the steam workshop, and get separate links for the server and client files.

Bug fixes:
- Fixed water using wrong physical material, and accepting decals.
- Fixed axis machine gunner using allied loadout.
- Fixed not being able to place booby traps in dirt.
 
Upvote 0
I really like this map (as we said on Crucible it reminds Far Cry 3 and Return to Castle Wolfenstein :IS2: ).
I've got stuck here:
TKAQxDZl.jpg


Sandbags on A objective can't be mantled
 
Upvote 0
Morticore is correct.

TKAQxDZl.jpg


That entire area can make you get stuck. You might want to fill it
up with that small terrain mesh used in stock maps.

I posted an image where you can cap B on the outside of the fence.
I don't know if you did that on purpose but it did not felt like that.

Also in the area I face my weapon you can find loads of floating meshed like
bushes and trees. And a part of the railroad is floating.

Played it on RGN last night. I really like the outside lightning.
 

Attachments

  • subbase.jpg
    subbase.jpg
    98.8 KB · Views: 0
Upvote 0
Hello! Your map is great! Some things I have noted:

You can see through a rock here:
http://www.hostingpics.net/viewer.php?id=825945sub1.jpg[url]http://www.hostingpics.net/viewer.php?id=825945sub1.jpg[/URL]

You can't crawl or walk between this block of concrete and the fence here and I find it disturbing:
http://www.hostingpics.net/viewer.php?id=780897sub2.jpg[url]http://www.hostingpics.net/viewer.php?id=780897sub2.jpg[/URL]

I had a minor problem when I was in the watchtower in A. When I want to go downstairs I can get "stuck" if I don't choose exactly the right path, even if visually I think that should be working:
http://www.hostingpics.net/viewer.php?id=543884sub3.jpg[url]http://www.hostingpics.net/viewer.php?id=543884sub3.jpg[/URL]

Thank you!
 
Upvote 0
Having played a few rounds on it, I can confidently say that this is quite a great map! The overall layout of the first 4 objectives is nice and varied, but what really makes this map outstanding is the submarine pens: the size of that final area allows for numerous approaches for both attackers and defenders. I don't need to imagine how painstaking it must have been to model the entire submarine base, but your effort is well worth it for the gameplay it brings.

A few points of critique:

1) From my experience, the attackers can easily be stonewalled at Objectives A+B and I think that is due largely to the Axis spawning, at round start, right between them. You might want to consider moving the initial Axis spawn a bit away from A+B or add more minutes to round time.

2) To echo morticore and Drecks, the ground around the trenches comprising Objective C are rather awkward and players can easily get stuck along them on their outer sides. Have you intentionally left out mantle nodes so as to keep Axis off the beach and the slope between it and the trench? If not, I'd suggest implementing those as a way to remedy to players getting stuck and allow for more freedom of movement.
 
Upvote 0