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Cua Viet

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
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In Unreal
Release:

The ARVN 1st Division and local Viet Cong forces fight for control over the white sandy beaches of the Cua Viet along with its picturesque rice farms and villages, in northern Quang Tri Province. Players will find themselves in a large, immersive, painstakingly hand-crafted landscape that features new props and landmarks. In addition, there's a new gameplay feature that changes how Supremacy is played with teams now able to spawn on their most forward captured objectives, creating more tug-of-war battles and a feeling of progression as both teams fight their way through the map with the goal of encircling their enemy home base.
Forward Spawning

For those interested, this is how the spawn system works for Supremacy in this map. The spawns are tied-in with the objective links, so your most furthest objective that is still connected to your Home Base will have a spawn attached. This spawn has a volume around it that will deactivate the spawn if an enemy troop enters, and the spawn will fallback to your second most furthest objective and so on. When the enemy leave the volume and you still control that objective it will reactivate the spawn again. This ensures that objectives are contested over in a fair way and not impossible to take.

Each team still has a spawn at their Home Base which is activate throughout the whole game, just in case they need to defend it or they have no other spawn options. This is a back up spawn only to be used in certain circumstances while the forward spawns keep players in the action.

Forward spawns are dangerous, and it's something players will have to learn to use wisely. They are susceptible to air and artillery attack just like squad leader or tunnel spawns.
Downloads in the first post!
 
Last edited:

PsychoPigeon

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Mar 11, 2006
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In Unreal
Updated to version 3: fixed spawn issue with the back spawns. Included INI file with the Steam Workshop upload. Name has stayed the same.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,292
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In Unreal
Updated to version 6:

- Reduced capture time of objectives
- Added 2 mobile DsHKs on the left side of the map
- Added 1 RPG role
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
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In Unreal
More screens of recently worked areas:

Spoiler!
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,292
384
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In Unreal
Version 2:

- Decreased NLF Recon cool down, increased U.S cool down (as they have a loach.)
- Decreased NLF reinforcement timer to 20s from 24s.
- Increased HCM Trail ability duration to 60s and lowered cool down timer to 6m from 10m.
- Increased objective capture times.
- Added disarm volume for pilot spawn.
- Decreased U.S MG role, increased NLF MG and Sniper roles.
- Revamped exterior of the last objective (church) to include more fields of fire and make it more difficult to attack.
- More optimization.

Thanks for feedback so far.
 
Last edited:

PsychoPigeon

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Mar 11, 2006
1,292
384
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In Unreal
Version 3:


- Objective unlock sequence has been simplified.
- Reworked area between objectives B and C
- Slightly reduced objective capture times.
- Added 100 more reinforcement points per team.
- Enabled 5 minute lockdown on all objectives except final (This might be dependent on a server setting anyway that overrides it.)
- Removed one huey helicopter and pilot.
- Added new cap zone for objective A.
- Removed LOD for ricefield wall as it was showing on lowest setting, and changed collision so you can crawl over them.
- Various other things
 
Last edited:
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PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,292
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In Unreal
Version 4:

- Moved objective E closer to objective F.
- Added more detail to objective D and made the cap zone smaller.
- Added more detail to objective A, removed tunnels, changed cap zone.
- Lowered NLF artillery cool down to 3 mins from 4.5 mins.
- Changed orientation of Recon flight path to be more effective for both teams.


Direct: Link
SWS: Link
 
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