Hello there,
I am working on a remake of the famous Battlefield Vietnam Map "Cambodian Incursion/Ho chi Minh Trail".
I didnt stay totally true to the original, it's more an interpretation on how that map could look like nowadays.
I stayed true to the keypoints of the original Map, so prepare for a battle in a dense forest, an temple, native villages and the shrine.
At the moment the Vietcong are defending against the US-Army( the way Ho-Chi-Minh-Trail worked out). The Cambodian Incursion will be added later.
The Map is currently in BETA(remember this in your feedback)
So as it seems to be a steam problem I have returned to ther versioned name sceme, also to prevent people subscribed to my project needing to download it twice.
Serveradmins I added a new SWS Item for you to use.
Known Issues
-outskirts have no jungle/staticmeshes
-Tunnels are cut off because their not finished yet
-Ballance Issues
Changelog
Beta Versions
B2
Alpha Versions
A2
A1
Pre-Alpha Version
Version pa4/pa4LM
[spoiler]
-added a version with Lightmass and therefore better lighting but approx. double the size (LM at the end indicates what its build with)
-improved the trenches at D and added fitting material to all tunnels
-Tunnelsystem D now has a spawnprotectionzone and a tunnelvolume(americans cant use their primaries anymore)
-Ladders all working again
-Spawns fixed (your now facing in the right direction)
-furhter extended the playerspawnprotection on base to prevent basenading(this will be reverted in an future update, when I pushed the US-Base away from the cliffs)
[/spoiler]
Version pa3
[spoiler]
-fixed squadtunnels
-Heightmaplayout resembles the original BF:V map now
-expanded the US-Base Spawnprotection Volume
-added another exit to the tunnelspawn at D
-Fixed inner Templewalls
-Added noAttiellery and notunnel-volumes
-Added Watervolume
-Added some trenches on D(definitly not final yet )
-The OneDrive version has 500 reinforcements on both sides for 16,32,64 players
[/spoiler]
Version pa2
[spoiler]
-added overheadmap(not totally exact. will be updated when objective Foxtrot is done)
-fixed vietnamroles
-fixed VC spawns again
-added some Blocking volumes
[/spoiler]
Version pa1
[spoiler]
-changed namesceme(pa=prealpha;a=alpha;b=beta,rc=release canidate, numbers decribe which version of it)
-fixed the ladders
-potentially fixed the standard pathmaterial
-fixed VC having 3 commanders
-fixed spawns and spawnprotection
-added another ladder to D tunnels
-potentially fixed C walls(please use bugit when finding another position)
-build pathes
-added tunnelentrancenotes
[/spoiler]
Version 0.01
Downloads:
Steam: http://steamcommunity.com/sharedfile...51241705 (B1, 13.07.2017)
Steam-Serveradmins: http://steamcommunity.com/sharedfiles/filedetails/?id=974848881
OneDrive: https://1drv.ms/u/s!As5DAwt08u6joh6ZhTQRhGYJ0rmA (B1, 13.07.2017)
Onedrive-Folder(all versions): https://1drv.ms/f/s!As5DAwt08u6jogjFnhZcPk-QpAXv
I am working on a remake of the famous Battlefield Vietnam Map "Cambodian Incursion/Ho chi Minh Trail".
I didnt stay totally true to the original, it's more an interpretation on how that map could look like nowadays.
I stayed true to the keypoints of the original Map, so prepare for a battle in a dense forest, an temple, native villages and the shrine.
At the moment the Vietcong are defending against the US-Army( the way Ho-Chi-Minh-Trail worked out). The Cambodian Incursion will be added later.
The Map is currently in BETA(remember this in your feedback)
So as it seems to be a steam problem I have returned to ther versioned name sceme, also to prevent people subscribed to my project needing to download it twice.
Serveradmins I added a new SWS Item for you to use.
Known Issues
-outskirts have no jungle/staticmeshes
-Tunnels are cut off because their not finished yet
-Ballance Issues
Changelog
Beta Versions
B2
Spoiler!
- added object Foxtrot "Bloodbath Farm"
- overhauled E
- jungle in near finalstate over the whole map
- VC B Spawncamp prevented with adding a spawnprotectionvolume
- A tunnels now have a tunnelvolume
- some minor bugfixes
- performance improvement
- productionlighting
Alpha Versions
Spoiler!
A2
Spoiler!
- lowered most of the slopes so you can walk up on them or added cliffs where you can't
- extended the D tunnels a little bit(still not finished)
- jungle up to D now mostly in its final state
A1
Spoiler!
- after testing only lightmass enabled builds will be released from now on
- extended D tunnels a little bit further (still WIP and some parts are still blocked)
- added artillerie on US and Recon on both sides
- added artillerie on US and Recon on both sides
- added much more cover etc to D
- switch A and B objectives to make the game feel more intuitive (from left to right)
- Balance changes (a,b,c in favor of US, d,e favor of VC and US nearly always ran out of tickets)
- The rounds I played were always won by the VC and mostly because of no respawns left for the US. Also I
- realized that A and B would be taken rather quickly by the US. C was ok, but D and E was definitly in
- favor of the VC no matter how much better the US Team was. Therefore I change a few things:
- A and B Captime up to 30 sec
- C and D Captime down to 30 sec
- Added 75 Tickets to US (they nearly always ran out of tickets) and playtime now only 30mins
- Moved VC-E-Spawn back to future F position
- fixed C Spawnprotection
- Added Cameras to the spawn
- Added CullDistanceVolume-> there should be an performance improvment
- Added Ambient sounds
- Added VC radio in D tunnels
- Added Ammocrate in C and D
- hopefully fixed collision on all wooden parts in the temple
- added vine on C for VC to enter
- smoothened some hills to easier climb them(more to come)
Pre-Alpha Version
Spoiler!
Version pa4/pa4LM
[spoiler]
-added a version with Lightmass and therefore better lighting but approx. double the size (LM at the end indicates what its build with)
-improved the trenches at D and added fitting material to all tunnels
-Tunnelsystem D now has a spawnprotectionzone and a tunnelvolume(americans cant use their primaries anymore)
-Ladders all working again
-Spawns fixed (your now facing in the right direction)
-furhter extended the playerspawnprotection on base to prevent basenading(this will be reverted in an future update, when I pushed the US-Base away from the cliffs)
[/spoiler]
Version pa3
[spoiler]
-fixed squadtunnels
-Heightmaplayout resembles the original BF:V map now
-expanded the US-Base Spawnprotection Volume
-added another exit to the tunnelspawn at D
-Fixed inner Templewalls
-Added noAttiellery and notunnel-volumes
-Added Watervolume
-Added some trenches on D(definitly not final yet )
-The OneDrive version has 500 reinforcements on both sides for 16,32,64 players
[/spoiler]
Version pa2
[spoiler]
-added overheadmap(not totally exact. will be updated when objective Foxtrot is done)
-fixed vietnamroles
-fixed VC spawns again
-added some Blocking volumes
[/spoiler]
Version pa1
[spoiler]
-changed namesceme(pa=prealpha;a=alpha;b=beta,rc=release canidate, numbers decribe which version of it)
-fixed the ladders
-potentially fixed the standard pathmaterial
-fixed VC having 3 commanders
-fixed spawns and spawnprotection
-added another ladder to D tunnels
-potentially fixed C walls(please use bugit when finding another position)
-build pathes
-added tunnelentrancenotes
[/spoiler]
Version 0.01
Spoiler!
Inital release(keep in mind map is playable but thats about it)
Downloads:
Steam: http://steamcommunity.com/sharedfile...51241705 (B1, 13.07.2017)
Steam-Serveradmins: http://steamcommunity.com/sharedfiles/filedetails/?id=974848881
OneDrive: https://1drv.ms/u/s!As5DAwt08u6joh6ZhTQRhGYJ0rmA (B1, 13.07.2017)
Onedrive-Folder(all versions): https://1drv.ms/f/s!As5DAwt08u6jogjFnhZcPk-QpAXv
Last edited: