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Level Design [WIP] RS-SubBase

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/sharedfiles/filedetails/?id=414838923

Direct download:
https://drive.google.com/folderview?id=0B9jQkFitMFYxV3U3c2ZUUTFvYVE&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.
 
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B7 is available.
[NEW] Map zone textures
[NEW] Environment sounds
[NEW] Physics volume for the water

[CHANGED] 3 slots for Automatic Rifleman (US side)
[CHANGED] Game time decreased
[CHANGED] Overhead map

[FIXED] Invisible walls near a trench area

[REMOVED] Flares
Steam Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=414838923[url]http://steamcommunity.com/sharedfiles/filedetails/?id=414838923[/URL]

Direct download:
https://drive.google.com/folderview?id=0B9jQkFitMFYxV3U3c2ZUUTFvYVE&usp=sharing[url]https://drive.google.com/folderview?id=0B9jQkFitMFYxV3U3c2ZUUTFvYVE&usp=sharing[/URL]

Code:
MD5: 3A7ECFA71BDD29746A0C23060DF7C8CF
SHA-1: 7A550D0F398F4E682DC81D97CFA3E28CBD2CC21C
 
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You got yourself an error here http://i.imgur.com/8AELXiX.jpg

remove both the poster and the flag http://i.imgur.com/p6D4R68.jpg it just looks bad with clipping and doesn't match up

Here's also much more fitting sounds both for exterior and vice versa
Hint: the wind and animal sounds are way too loud for general gameplay.
http://www.mediafire.com/download/1qnopu011p4g6q6/Subbase+sound.zip

One more thing i would really dig if as an attacker you could climp up on the base balcony and get a drop on the defenders. You can already camp as a defender on that corner anyway
http://i.imgur.com/XN5ae11.jpg
http://i.imgur.com/1QueNLM.jpg

EDIT: Oh! turns out the sound was a fault on my speaker settings, my mistake.
I have a sneaking suspicion the interior sound i offered may not be subtle enough so just incase http://www.mediafire.com/download/bmh8cblg5hc2ifj/Subbase+alt.zip it also comes with more variations for small rooms, docking room etc.
 
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Not sure why. I'll check.

Here's also much more fitting sounds both for exterior and vice versa
Hint: the wind and animal sounds are way too loud for general gameplay.
http://www.mediafire.com/download/1qnopu011p4g6q6/Subbase+sound.zip[url]http://www.mediafire.com/download/1qnopu011p4g6q6/Subbase+sound.zip[/URL]

Anybody else can confirm this? I barely hear them.

One more thing i would really dig if as an attacker you could climp up on the base balcony and get a drop on the defenders. You can already camp as a defender on that corner anyway
http://i.imgur.com/XN5ae11.jpg[url]http://i.imgur.com/XN5ae11.jpg[/URL]
http://i.imgur.com/1QueNLM.jpg[url]http://i.imgur.com/1QueNLM.jpg[/URL]

Not going to happen. Attackers have five ways how to get inside already. That corner was only accessable in B5 and is no longer.
 
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You need to make the center area less of a kill zone and more arranged like Betio with players moving from house to house to the objectives. Have the barracks be placed like this so attackers can assault the trenches better otherwise the the results are amusing to say the least. To pull this off replace those buildings with one of those from the aforementioned map Also please make the trench cap destroyable as too much of the time is spent on going back and forth from C and B objectives and B is already hard to take as is. I'd rather have a short and sweet map than have it to be needlessly drawn out in this case.
I'd like to add further the popular route to B is through the bunker as it is the fastest route and less exposed but even then too often attackers get destroyed in this one doorway and the beach isnt viable either as you can see

I don't really like the depot, mainly that it boils down to shooting eachother awkwardly under the carts and inbetween narrow crates.

Generally speaking the sub pen is expectedly the worst area to play in as it's filled with narrow chokepoints and saying it's easy to defend is an understatement.

The wall on the left needs to be removed so attackers can take cover in the generator room so it won't be a cluster **** You can see how bunched up attackers get when entering sub pens
Put back the second floor balcony along with catwalks.
I do suggest the second floor should have a hallway that overlooks the sub pen but have waist-high wall to crouch or prone behind so attackers won't get gunned down from otherside of the room, the same goes for defenders. It could also lead to the living quarters as a shortcut. More deviating paths and rooms the better (commisars house, station etc) the mess hall should be barricaded with tables to hide under. (put cover system to good use here!)
 
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You need to make the center area less of a kill zone and more arranged like Betio with players moving from house to house to the objectives. Have the barracks be placed like this so attackers can assault the trenches better otherwise the the results are amusing to say the least. To pull this off replace those buildings with one of those from the aforementioned map Also please make the trench cap destroyable as too much of the time is spent on going back and forth from C and B objectives and B is already hard to take as is. I'd rather have a short and sweet map than have it to be needlessly drawn out in this case.

The whole problem is the HQ building as it has a great overwatch and you can basically set up Bof there and laugh. There is no plan to change this, sorry. Some buildings can be replaced but that also means I have to adjust the whole area and that requires time.
Speaking about "amusing results," it sounds more like a tactic problem.

I don't really like the depot, mainly that it boils down to shooting eachother awkwardly under the carts and inbetween narrow crates.
Looks cool to me, definitely better than it was.

The wall on the left needs to be removed so attackers can take cover in the generator room so it won't be a cluster **** You can see how bunched up attackers get when entering sub pens

Nothing can be done atm. Everything I touch breaks another two things. Use other ways to flank them.

I didn't receive a version with the catwalks, nor do I remember playing it. It sounds cool however.
 
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Secrets can be revealed ;)

B8 "Blackstar" is available to download. It's a major release of RSTE-SubBase and adds new areas inside and outside the base itself and thus allows more gameplay options and replayability. Click!

[NEW] Large catwalk area (port)
[NEW] Staircase near a defenders spawn point for the last objective
[NEW] Ventilation shaft
[NEW] Sewer tunnel
[NEW] Ladder and catwalk area (vehicle depot)
[NEW] Bunker passage (first objective)
[NEW] Hallway between the two rightmost staircases
[NEW] Cover system for all the new areas

[CHANGED] Outdoor area improved
[CHANGED] Overhead map
[CHANGED] Tickets & time
[CHANGED] Sounds tweaked

[FIXED] Lighting issue (not resolved completely, small part still remains)
[FIXED] Some destructible meshes weren't linked
[FIXED] Port supports were missing since B7

[REMOVED] Japanese flag inside a bunker
[REMOVED] Bushes behind the rocks
Enjoy!

Steam Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=414838923[url]http://steamcommunity.com/sharedfiles/filedetails/?id=414838923[/URL]

Direct download:
https://drive.google.com/folderview?id=0B9jQkFitMFYxV3U3c2ZUUTFvYVE&usp=sharing[url]https://drive.google.com/folderview?id=0B9jQkFitMFYxV3U3c2ZUUTFvYVE&usp=sharing[/URL]

Code:
MD5: 48A28DDFB09CEF66E871591CA6A99EB7
SHA-1: AEC45B839CC4D55D81D893C8D6E5B8A81B45F331
 
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IMO. need to add overhead cranes in the pens. They're not parking garages. IRL they're intended for maintanance and repair.

Otherwise, really nice map. The contrast between outside and inside fighting really makes this a winner. The exterior portion is exceptional, great lighting and use of assets. Each cap zone has its own feel. The interior is now much improved, however still looks oldschool UE2 for the most part.

Thanks for continuing developing this map. Just keeps getting better :)
 
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