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Level Design [WIP] RS-SubBase

It's a nice map and runs on our server!
Here's glitch I found:
Spoiler!

Also as we played this map today, after capturing objectives A, B and C we were still spawning to first spawn so it was kind of impossible to capture anything as japs were spawning much closer to objectives. Idk if it was a bug since I don't recall that spawn would remain at the first spawn after capturing first three objectives when I played this map earlier.
 
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Ok, here you are, all cooked up:
http://martinpalko.com/files/SubBaseBeta4_Cooked.rar[url]http://martinpalko.com/files/SubBaseBeta4_Cooked.rar[/URL]

Trying to update the version on the steam workshop, but steam keeps crashing when trying to sync the SDK, and I can't update without it doing so. Any ideas?

Any plans on updating this map? It has been played A LOT recently on the 40-1 Rising Storm server. Most players agree that the design is terrific, but also that a lot can be changed on the map that affects the gameplay. For example:

* The fence in front of A really needs to have some holes added so that Americans will be able to attack the objective more easily. Generally the attack route on A really needs more cover.

* Tickets: should be at least 700 for Americans. The tickets are so few that you'll never reach the end of the map even when the American team destroys the Japanese team.

* Some bad spawns. Americans spawn in their base even though they have captured A and B, which results in them having to run ~300 meters to get to the objective.

* Some of the ammo boxes really need some re-positioning. The first American ammo box is way too far away from the objective which results in squad leaders and commanders not going back to re-supply smoke grenades since they are placed so far back in the base.

Sorry for bad English
 
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