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[WIP] RS-SubBase

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  • I played many Subbase rounds recently and I should be aware of all the potential issues there. I'll take it and try to improve the map so everyone is happy.
    If you you are aware of some bugs/issues on this map, please send them my way so I can fix them. If you want to help, do the same.

    Palko, thanks for all this. Also PM.
    Last edited by Defwen; 03-24-2015, 05:19 AM.
    Rising Storm:
    [IMG]http://i.imgur.com/YSM9zoP.png[/IMG]

    Comment


    • This is great to hear! I am copying my earlier post of what can be improved (adding a bit more suggestions):

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

      * Tickets and time: 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. Might have to add more time as well (not really sure how long the round is now).

      * 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.

      * The B-objective approach is really horrendous in my opinion. The fence is blocking off most frontal attacks, which makes the only remaining option to attack from the beach. The beach attack is just a very narrow chokepoint (I think you've seen this Defwen). I think the whole beach approach could be made a lot more interesting (both to the C-objective and B-objective). One thing that I find quite annoying is the Japenese team unability to climb over the trench in B and C. Makes it very limited for the Japanese team's movement on both B and C.

      Comment


      • Originally posted by Flipit View Post
        * The fence in front of A really needs to either have some holes added or be removed so that Americans will be able to attack the objective more easily. Generally the attack route on A really needs more cover.
        I plan to make the fences destructible and will see if that works or not. Other option would to remake the front area slightly. Time will tell.

        Originally posted by Flipit View Post
        * Tickets and time: 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. Might have to add more time as well (not really sure how long the round is now).
        Usually defenders hold the first line too long and that makes the last line without tickets. I might adjust it a little but let's see how it plays out with the change above.

        Originally posted by Flipit View Post
        * 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.
        Yep.

        Originally posted by Flipit View Post
        * 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.
        Yep.

        Originally posted by Flipit View Post
        * The B-objective approach is really horrendous in my opinion. The fence is blocking off most frontal attacks, which makes the only remaining option to attack from the beach. The beach attack is just a very narrow chokepoint (I think you've seen this Defwen). I think the whole beach approach could be made a lot more interesting (both to the C-objective and B-objective). One thing that I find quite annoying is the Japenese team unability to climb over the trench in B and C. Makes it very limited for the Japanese team's movement on both B and C.
        Yep.

        Thanks for the feedback.
        Rising Storm:
        [IMG]http://i.imgur.com/YSM9zoP.png[/IMG]

        Comment


        • I don't know that was it already fixed but many sandbags can't be jumped over or used with cover system.
          Armour will not protect cowardly heart - 10th Motorized Cavalry Brigade, precursor of 1st Polish Armoured Division
          The engine of a Panzer is a weapon just like the main gun - Gen. Heinz Guderian

          Comment


          • That probably means he did not add covernodes to them.
            [SIGPIC][/SIGPIC]
            [I]a.k.a Sgt. Veld [29thID][/I]
            [B][I]Proud RO player since mod v2.0[/I][/B]

            Comment


            • Defwen that sounds great. Could you even put some reverb in the ounds area in the bunker and some better water sounds in the bunker? And outdoors a bit more ambient sounds? I really miss that on that map. It has so much potential and it`s our most played custom map when we have time and play together. Some Japanese Decals in the Bunkers would be great too to get the atmosphere . It`s a bit steril atm.

              @Mr. Nightfire
              There was a question from my team if you could make for donner (russian/german version) a rifle only version?
              Last edited by Paulchen Panzer; 03-25-2015, 04:58 AM.

              Comment


              • Originally posted by morticore View Post
                I don't know that was it already fixed but many sandbags can't be jumped over or used with cover system.
                Okey.

                Originally posted by Paulchen Panzer View Post
                Defwen that sounds great. Could you even put some reverb in the ounds area in the bunker and some better water sounds in the bunker? And outdoors a bit more ambient sounds? I really miss that on that map. It has so much potential and it`s our most played custom map when we have time and play together. Some Japanese Decals in the Bunkers would be great too to get the atmosphere . It`s a bit steril atm.
                Probably not for this version. The map itself is missing a lot of sounds and I'll look into that but the priority is different atm. Decals, sure.
                Rising Storm:
                [IMG]http://i.imgur.com/YSM9zoP.png[/IMG]

                Comment


                • The role distribution could need some adjustments as well. If I remember correctly the Japanese team has five or six knee mortars. Might reduce it to two or three. Maybe add one flamethrower as well (definitely not more than one though :P).

                  Artillery cooldown time is seven or eight minutes. Maybe reduce this to five minutes? That might make it too easy for the Americans though.

                  Comment


                  • B5 is available.

                    Changelog:
                    [NEW] 1x Flamethrower slot (US)
                    [NEW] 3x Engineer slot (US)

                    [CHANGED] Objective A and B merged into a single objective*
                    [CHANGED] Fence in front of the first objective is destructible
                    [CHANGED] Kismet completely reworked
                    [CHANGED] Different spawn points for some objectives
                    [CHANGED] Trench area
                    [CHANGED] Station area
                    [CHANGED] Area in front of the first objective slightly changed
                    [CHANGED] More resupply points
                    [CHANGED] Beach approach is slightly bigger
                    [CHANGED] Tickets, time*

                    [FIXED] Objectives were missing Priority
                    [FIXED] ROPlayerStart was used instead of RSPlayerStart
                    [FIXED] ROVolumePlayerStartGroup was used instead of RSVolumePlayerStartGroup
                    [FIXED] Several objects were missing Mantle/Deploy/Climb Up action

                    * is subject to change and your feedback is crucial

                    Known issues:
                    - Player cannot jump over the sandbags near (will be fixed in B6)
                    - Overhead map needs to be updated (will be fixed in B6)
                    - Environmental sounds are too quiet or missing (B4 issue, will be fixed in B6)
                    Steam Workshop:
                    http://steamcommunity.com/sharedfile.../?id=414838923

                    Direct download:
                    https://drive.google.com/folderview?...VE&usp=sharing

                    Filename: RSTE-SubBase_B5.roe
                    MD5: 783B4ABB2F2D43FA614AB2CDE2190004
                    SHA-1: 81532CCCC4363E87557BC247DB9BDF4823DB6C45
                    Rising Storm:
                    [IMG]http://i.imgur.com/YSM9zoP.png[/IMG]

                    Comment


                    • Thanks
                      Getting it right now on the server.
                      [CENTER][U][I][B][COLOR=DarkOrange][URL="http://www.40-1.net"] [COLOR=SandyBrown]www.40-1.net[/COLOR][/URL]

                      [URL="http://www.gametracker.com/server_info/81.19.216.12:7807/"][IMG]http://cache.www.gametracker.com/server_info/81.19.216.12:7807/b_560_95_1.png[/IMG][/URL]
                      [/COLOR][/B][/I][/U][/CENTER]

                      Comment


                      • Wow, you werent messing around. Great Work!
                        Support Custom Maps and Mods

                        Comment


                        • Thanks You.
                          [url]http://www.redorchestra2.fr/forum/viewforum.php?f=6[/url]

                          [url]http://www.redorchestra2.fr/forum/viewforum.php?f=16[/url]

                          Comment


                          • Thanks
                            Armour will not protect cowardly heart - 10th Motorized Cavalry Brigade, precursor of 1st Polish Armoured Division
                            The engine of a Panzer is a weapon just like the main gun - Gen. Heinz Guderian

                            Comment


                            • Has anybody tried it out yet? Thanks heaps Defwen.

                              Comment


                              • B6 is available.
                                Changelog:
                                [NEW] US spawn at a beach
                                [NEW] Satchels for non-engineer classes (look for a jeep at the first US spawn point)
                                [NEW] New grass

                                [CHANGED] Fence replaced by a combination of metal sheets and barbed wires (all destructible), some are marked as Mini Objective
                                [CHANGED] Jungle between US spawn and the first objective
                                [CHANGED] Spawn protection is now more aggressive in an attackers favour
                                [CHANGED] Jap classes reworked - 2 knee mortars, 3 LMGs and 4 Assaults (Originally: 6 knee mortars, 4 LMGs, 10+ Assaults)
                                [CHANGED] Three extra seconds added for Japs respawn (they are no longer equal with US spawn time)
                                [CHANGED] Japs starting position moved slightly back
                                [CHANGED] More foliage

                                [FIXED] Spawns were missing protection volumes
                                [FIXED] NoArty volumes revisited
                                [FIXED] Objective B was missing (B5: A, C, D, E, F, G)
                                [FIXED] Several sandbags were missing Mantle/Cover action
                                [FIXED] Climb Up action for wagons
                                [FIXED] US spawn point for Objective D was not reseting (possible issues when more than one round is being played)
                                Steam Workshop:
                                http://steamcommunity.com/sharedfile.../?id=414838923

                                Direct download:
                                https://drive.google.com/folderview?...VE&usp=sharing
                                Filename: RSTE-SubBase_B6.roe
                                MD5: CF742D485BEB53CDC686A990E1AA443F
                                SHA-1: C03B92E86101BFC3DD6736C57B733B9DCA75AD92
                                Don't get used to these fast updates I need a break now.

                                Please give it a time so others can learn how to play it. Flamer plays a big role, satchels as well.
                                Last edited by Defwen; 03-28-2015, 03:07 PM.
                                Rising Storm:
                                [IMG]http://i.imgur.com/YSM9zoP.png[/IMG]

                                Comment

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