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Privay Policy Update

We’ve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:

We’ve incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We’ve added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.

For more information about our privacy practices, please review the new Privacy Policy found here:
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  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.

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Offensive material
The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
  1. Names recalling notorious war criminals or personalities.
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  6. Use of symbolism and regalia recalling Stalinism.
  7. On both the previous two, the moderators' views on the intention and impact of use of such symbols will be final - not yours. Please be understanding if you are advised to change something.
  8. In general, if a sig/avatar represents your allegiances in-game and is clearly "in part", it is likely to be fine; if the moderators feel you are trying to demonstrate unpalatable political allegiances, or to use it in an attempt to ridicule or provoke others you WILL be asked to change it. RO is NOT the place to make any extremist political statements of any kind.

So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.

A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.

Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
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[MAP]WF-Port Brest

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  • #61
    Looks a lot better.
    Perhaps adding a decal or vertex painting to the blown out hole in the wall.
    And the fences look off, if you can get me the fence's textures I might be able to do something. Maybe a more cleaner less rough look to them. I think there's even some, moss or rot (right lower corner of screen.) on them...
    Maybe adding some craters in the street wouldn't be a bad idea, the random smoking ruins with no cause, then right next to it, perfectly fine buildings, seems off sometimes.
    Last edited by Beskar Mando; 12-30-2015, 02:30 PM.
    --------------------------Beskar Mando-------------------------


    • #62
      Originally posted by Beskar Mando View Post
      Looks a lot better.
      Perhaps adding a decal or vertex painting to the blown out hole in the wall.
      And the fences look off, if you can get me the fence's textures I might be able to do something. Maybe a more cleaner less rough look to them. I think there's even some, moss or rot (right lower corner of screen.) on them...
      Maybe adding some craters in the street wouldn't be a bad idea, the random smoking ruins with no cause, then right next to it, perfectly fine buildings, seems off sometimes.
      Good Call
      Attached Files
      Support Custom Maps and Mods


      • #63
        too blue...
        I'm thinking of a less worn down look, ie near new, not blown up.
        Looks better though.
        --------------------------Beskar Mando-------------------------


        • #64
          Ahh will play with it some more. You did get me thinking though, Some of these fences, like the one in the screenshot you linked are destructible. Others, like the ones above in the thumbnail arent. I need to have diff materials for each.
          Support Custom Maps and Mods


          • #65

            UPDATED TO B5

            Download WF-PortBrestB5 Here

            Changelog 12/31/2015:
            • Removed Infinite Satchels from House in B
            • Added numerous Craters
            • Added roads and paths around River
            • Added reeds, rocks, and natural cover to River
            • Doubled the amount of trees
            • Varied size, shape, and position of trees
            • Narrowed river on the flanks
            • Added several Metal panels to the bridge for cover
            • Increased Allies Reinforcements to 550
            • Added Streetlights and Sidewalks to City
            • Added more light in Final Cap (D)
            • Added more upper floors in Final Cap (D)
            • Added Catwalks in Final Cap (D)
            • Modified several stock textures to fit Western Europe Theater
            • Added destructible fuel trucks
            • Adjusted culling to prevent large buildings from popping into view
            • Added Spawn for allies attacking B
            • Added / Modified Ambient Battle noise
            • Fixed Windows in B that could not be Mantled
            • Added / Updated Spawn Protection for both sides
            • Modified Objective bounds
            • Added Objective borders to overhead map
            • Axis spawn moves back slightly after initial spawn
            • Both Alleys in B and C are now open
            • Several houses in B and C are now completely open
            • Added several destroyed Sd.Kfz.
            • Added more natural sounds to river area
            • Added floating dust particles in air of A/B
            • Added new French Ad Signs and artwork
            • Added new Fuel Tank Damage Animation
            • Added Dragon88 custom made couch and bed
            • Added Dragon88 custom made fountain for Brest Courtyard
            • Modified destroyed Panzer IV skin to Lemonater's Western Fleck Pattern
            • Modified Hero Bot Pathing (Be Aware at distance!)
            • Added graffiti left by deviant soldiers
            • Added a road bridge to left side of A
            • Modified terrain of Dockyards
            • Added cracks to concrete of Dockyards
            • Modified Look of destructible Concrete walls and fences
            • Added details and cover to D / E
            • Added grid marks to overhead map

            A huge thanks to all who gave their feedback and input to improve this map
            SCUM. LugNut, Lemonater, Beskar Mando, PsychoPigeon, Moskeeto

            IMGUR GALLERY with 35 Images


            Last edited by nymets1104; 12-31-2015, 05:45 AM.
            Support Custom Maps and Mods


            • #66
              Thanks You .



              • #67


                • #68

                  On it's way to Crucible. Thank you.
                  Mr Sajer's winter home heating: i7-4790 OCd to 4.5**GTX 1080 FE GPU**16GB ddr3**Dual Intel SSD**Creative Labs SoundBlaster Zx ...and a lot of fans.


                  • #69
                    This map at the moment has been figured out by people playing it, they know that C is a chokepoint and its incredibly hard to get it, the main issue is there is just two ways of getting there, one is the main street and two alleys where one on the left stops prematurely so you still gotta cross the main street, the axis team players now this and just shoot relentlessly through these alleys and make it almost impossible to get C. I recommend removing these chokepoints, add more ways to flank, maps need to have allot of approaches or it won't work.
                    [I]a.k.a Sgt. Veld [29thID][/I]
                    [B][I]Proud RO player since mod v2.0[/I][/B]