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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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  3. Use of obscenities and expletives.
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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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VNSU-Junglerot WIP/Feedback

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  • VNSU-Junglerot WIP/Feedback

    NOW ON STEAM WORKSHOP (Thanks Para94!)

    Current State: Early concept with initial art. Less than 40% complete (optimistic estimate)

    "Greybox" was skipped because the lack of buildings, and such structures, of the concept.

    Description: Jungle Rot is based on a fictional location. It's a generic dense jungle atmosphere, with increasing terrain elevation and rock formations in the middle. The theme is the Vietnamese and Cambodian border, where a small tap of the Ho Chi Minh trail feeds supplies to the VC. The center objective is a VC dugout command post. The outskirts of the rocky elevation have two AA emplacements, with natural concealment. A forth objective is a VC supply depot, and a fifth being a wrecked Huey. The US Marines are tasked with search and destroy of enemy forces, and gain control of the crashed huey, by force of Supremacy. Tree stands, and ledges high in the rock formations give access to the VC to ambush the attacking forces. A vast network of tunnels also provide VC the opportunity to move concealed throughout the map. US forces have access to helicopters to transport, recon, and assault the VC guerrillas.

    Screenshots will be uploaded to the above imgur.

    Known Issues/In progress features:
    -Lightmass Built Lighting
    -Large filesize for the published map.
    -Steam Workshop support
    -Tunnels are incomplete and blocked off. The general construction will be finished soon, without detailing. No lighting for the tunnels will be made until Lightmass is fixed on the SDK. The tunnels will remain blocked off, and inaccessible until then.
    -2 more objectives will be added in the near future. Most likely an ammo dump, and a primitive structure, but open to idea's.
    -Only a few small patches of jungle have had the under brush and ground cover details (initial pass) laid out. Most of the canopy is complete, but is subject to rework during later art passes.
    -No blocking volumes have been built. There might be places around the rocks where you get stuck.
    -Reports of tree's floating, these will be addressed as I add the underbrush and ground cover details. If there is any that stick out real bad, please grab some coordinates and post them here.
    -Spawn locations are temporary.

    I've provided this map to a few server admins at their request. I had no plans to publish a public version for a while, but they really wanted something. This map is far from complete, and is subject to massive changes. Any criticism, feedback, or ideas are all welcome, just be respectful.

    I also have a server for testing purposes that will be running this map most of the time.

    [Dallas] Custom Map Test Server

    Last edited by Srinidhalaya; 07-03-2017, 12:53 AM.
    Stay Calm, Beard On.

  • #2
    Despite the lighting issues, that is looking REALLY good man! People will love this as many have been asking for complete jungle maps! Post it in the steam forums!
    [I]a.k.a Sgt. Veld [29thID][/I]
    [B][I]Proud RO player since mod v2.0[/I][/B]


    • #3
      Thanks! I'll be publishing to steam workshop a WIP build in the near future, and I'll make a thread then, but it will most likely just be a link back here. Trying to keep everything consolidated.

      Also, upcoming WIP updates.
      -Fix for choppers losing thrust in the "off map" area.
      -Additional choppers. 3 hueys, 1 loach.
      -Split the spawns into two spawns per side.
      -Climbable vines will properly glow for North team.
      -Teams properly set to VC guerrillas and USMC. (thought this was done, but sdk must have crashed before I saved last time)
      -Recon plane for South commander.
      -Scout ability for North commander.
      -Additional concealment art in jungle area's.
      -Two additional objectives.
      -Various ammo boxes.
      -Adjustment to map run time.
      -Adjustments to commander ability cooldowns, and limits.

      I hope to get these updates done by end of weekend. Subject to change.
      Last edited by Srinidhalaya; 06-16-2017, 01:26 PM.
      Stay Calm, Beard On.


      • #4
        I just played it on the server, despise the lighting issues (cant do much about it with the sdk having issues right now) it was still fun, and crawling around the jungle was intense, as out of no where a chopper landed and dropped of 5 US soldiers and all they could shoot at was just bush!
        [I]a.k.a Sgt. Veld [29thID][/I]
        [B][I]Proud RO player since mod v2.0[/I][/B]


        • #5
          Really nice map! I hope to see it as a community map for RS2 like it was in RO2.


          • #6
            Beautiful work! If you need a server to host for testing, just contact us at
            [URL=""]40-1 UK Clan Official You Tube Channel :D


            • #7
              I would be honored to have the 40-1 host it. I recommend waiting for the next release though, which should be a few hours from now. My update interval should be once a week. Most likely at the end of the weekend. I recommend contacting me on discord. UncleFester#6307
              Stay Calm, Beard On.


              • #8
                If you need another server, we from the 29th maybe perhaps could host it as well. (Need to ask the main guy regarding hosting custom maps)

                Btw, when did you start on this map?
                [I]a.k.a Sgt. Veld [29thID][/I]
                [B][I]Proud RO player since mod v2.0[/I][/B]


                • #9
                  I realy appreciate your work and hope more people are makiing maps. Thats the power of this game in a age where the games are being overcontroled by the publishers and where every new map is money money for the greedy publishers.


                  • #10
                    Last beta wave, but I had to scrap and start over about half a week after release.
                    Stay Calm, Beard On.


                    • #11
                      Up on the Aussie / NZ Good Gamers servers. About to give it a run with 64 / 64. Been getting a great response from players so far with the customs. Well done !


                      • #12
                        We at Pr0nSt4rs are starting a custom maps server that we'd love to add your map to, even if it's just for the purposes of getting feedback and testing.


                        • #13
                          Thanks You.



                          • #14
                            I should have a new update before the weekend (I Hope)
                            It adds 2 additional objectives, Cave and Shelter, located between HQ and the two AA sites respectively, each worth a 1 point.
                            The VC Spawns were relocated by the Depot.
                            The US Spawns were relocated by the Crash site.
                            Depot and Crash site were made home bases for the respective teams.
                            Spawn tickets were reduced to 200 for each team.
                            Lightmass lighting was added.

                            Please note, I've also done a drastic change in the jungle ART, to reduce the file size. Lightmass BLOATS the filesize substantially. I have been barely able to get it down to 380megs. This number will only go up as I add in the tunnels, 2nd art pass, and so on. There might be something I've setup wrong, that would reduce the file size. But I've already done quite a bit, and from the primitive stats window, I can see the majority of the file size comes from the lightmaps and shadow maps of the tree's and other foliage, things I'm not willing to sacrifice.

                            I've had extensive discussions with server admins, and other mappers. The overall consensus of the map makers is, this is what we have to work with. If you want the fidelity and the scale of the maps, they will be large files. Conversely, most of the server admins are extremely hesitant to host large map files, out of fear people wont join their server because of the long download times.

                            Steam workshop may help alleviate the problem, but for me, it doesn't work. I can't upload at all, I get a "make sure you have a steam connection" error. Others have reported they cannot update a workshop item, and have to create a new one for map updates. I'm sure this will work out in the long run. It will be available on request, as well be live on my test server, [Dallas] Custom Map Test Server (not yet, but should be by this weekend). IF you would like to see the updated version of this map on your favorite server, petition the server admin to add it, and show your support and acceptance of larger map files.

                            Thanks for supporting the custom content community.
                            Last edited by Srinidhalaya; 06-27-2017, 03:22 PM.
                            Stay Calm, Beard On.


                            • #15
                              The helicopter spawns are twice as far away as they need to be. Doing nothing for 20-30 seconds is a real treat that should be withheld.

                              Furthermore, the landing zones are extremely limited and easily held which makes me wonder why hueys are included at all.