RS KitaJima

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PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
I just need to add 1 starter spawn for japanese which disabled itself after the first 20 seconds or so. I'll add it next update
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
And then keep an eye on Axis spawnprotection. As spawning as Allied at game start and moving to the capzone the capzone was in the spawnprotection. It was near a point a US landingvehicle gets to the coast.
 

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Mikeedude

FNG / Fresh Meat
Apr 7, 2009
409
5
0
Penzance, cornwall
We actually played a round where the axis could have won.
After we played as allies we won woth 20 mins left so we switched sides.

The allies were held at b and c ,so we let them have a cap because lockdown was imminent,and we wanted to test the map more.
We lost with just under 5 mins on the clock. K took about 20 seconds to lsoe as its only the bridge and allies have J to overwatch any axis on it.

D and I were other caps we didn't even bother with as they are to far away from axis spawns and the allies arrive at them first.

Maybe messing woth the axis spawns would make it a bit more of a challenge for the allies.
Nice map though
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
Holy crap this map is awesome!

I only played two rounds today and there was probably only @ 10 per side, so it's not the best test. A and the village are the hardest caps, A especially for attackers. I could see with a full server it'd be an intense battle. Any way to make a few of the MG's on the landing craft usable? That might help the Allies. Stuff that jungle full of Axis and it'd be hard to get off the beach.

Because of the small number of players, most of the inland caps fell pretty quickly. The Bridge and canyon beneath it have great potential, it'd be nice if the spawn protection prior to the Bridge cap activating was moved to the Axis side of the water so allies can at least position themselves in various places on their side of the gulley. It seems odd where it is now right on the edge.

This map is epic, well done.
 

Kowalczyk

FNG / Fresh Meat
Sep 9, 2011
484
25
0
Some feedback: just like Mord said, I think Axis have too far to go to the front line sometimes, especially beach, and to me it felt like I was the one attacking, as Allies would often be in the caps very quickly, and I would run up from spawn, not even see the enemy and get shot easily.

Apart from that, a couple of caps stood out as being challenging for Allies, those were D and I, which were very difficult for them to take, but the rest seemed to fall with not much trouble on Allies part.

As far as map bugs go, I am not very good at adding pics to the post, but hopefully you can see these, that I took to show:

You can go over this low wall at I, and if you do, you get stuck between the dirt and stone underneath: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=193184224[/URL]

Here I also got stuck, still at I and up between the wall and fallen column: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=193184285[/URL]

And last one, to the right of the bridge, there seems to be an invisible wall going along the fuselage, towards the grass on the left, cant seem to go round or over it, had to go round the plane to the right: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=193184347[/URL]
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
Ok fixed that stuff.


  • Adjusted the spawn protection for Allies so the Japanese should be able to retreat back in time.
  • Japanese now have a 1st spawn just before the trenches on the beach.
  • Took US spawns out of the landing craft. This should help with bots and player orientation.
  • Added destructible fence around the village garden.
  • Lowered Japanese respawn timer to 19 seconds from 22.
  • Adjusted spawn protections around the bridge and swamp.
  • Fixed delay for spawns so the objectives should spawn straight away.
  • Fixed a US spawn which lacked enough playerspawn nodes.

Update will be tomorrow. FYI Japanese aren't meant to be able to attack A, it's there just to slow down the US and stop them rushing the beach too fast.

I can't figure out why lock down is enabled. It's unticked in all the objectives.
 
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redwoodjc

FNG / Fresh Meat
Jun 5, 2013
7
0
0
new maps

new maps

so how do we play new maps? i love this game but i only can ever find one server full of people. am i missing something in my server browser?
 

G_Sajer

FNG / Fresh Meat
Sep 4, 2011
2,389
132
0
Minnesota
so how do we play new maps? i love this game but i only can ever find one server full of people. am i missing something in my server browser?


This map was just featured on the Sunday Crucible OGG event. 51 players present. Follow the schedule in level design. We have custom map events 3 day a week and ALL custom maps are playable 24/7. I found out today that KitaJima features punji-stake pits. Nasty experience. Just drop right in folks. :D
 

Mikeedude

FNG / Fresh Meat
Apr 7, 2009
409
5
0
Penzance, cornwall
I think the spawnprotection/combat zone areas are way too big and make it very difficult as axis to defend in front of some capzones.

The trouble is it varies hugely from capzone to capzone, we could defend in front of E quite far but F was literally at the end of the capzone.

Also the ability to defend K needs looking at, as once you lose J you can only go so far back into that capzone to take out the allies shooting into K.
This seems strange as you have allowed the allies to go quite far behind K to cut off axis reinforcements but the axis are very limited in where they move.

Having only played it only twice on a full server i think the balance seems pretty good.
Still finding new places to explore as i play each time which is nice.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
With the latest update you can go in front of F.

With K the Japanese are not meant to venture beyond the bridge, their job is the put up a defense as they get flanked from all directions and keep the path open so their players can reach the bridge
 

peumobil

Member
Jun 23, 2006
759
18
18
Chartres (France)
Hi,

Question the wind is it possible in the trees and grass in a future version? .
Only the American flag flutters in the wind on the boat on the beach.
 

S.N.A.F.U.

FNG / Fresh Meat
Jan 9, 2013
190
1
0
Re-posting this from the other map thread (I honestly don't know what comment goes where when there are multiple threads for maps):

Firstly, I want to say this is a damn fun map. It's size allows for battles to flow many different ways. Having a nearly-full server when playing this map showed to me the sheer breadth and depth of this map, both being good aspects.

A few points of critique:
1) There seem to be some invisible walls along the high ground in Objective I (Swamp, if I remember right) that hinder players from approaching the edge of the cliff. I found this somewhat out of place considering I could easily fall into the bamboo spike trap nearby without issue. Since you went through the trouble of adding pitfalls around the map, why not free players to exercise their stupidity and fall from the cliffs as well?

2) I found spawn protection volumes to be rather restrictive, the ones that activate after Allies take Objective H being the ones I have particularly in mind. As Axis, I was alive between Objectives H+K when the former was taken, and within 15-20 seconds I could not walk to Objective J without running into spawn protection. As the volumes are, I would have to run down into the ravine below K and move north of K to then circle back to J. I thought to myself, "Why can't I use the high ground to move into Objective J from its south?" I found that to be very limiting in a bad way. Could you delay the spawn protection's activation or re-draw that volume so that Axis players can move into Objective J from its south without having to circle around to the north of J?

I can post pictures of what I'm getting should they be of help.

P.S. Your inclusion and placement of spider-holes are great. Had so much fun popping up out of them to hit unsuspecting nearby Allies.
 

Tokugawa77

FNG / Fresh Meat
Apr 15, 2012
166
1
0
This map looks amazing, currently downloading on the workshop! Sorry if this has been mentioned earlier in this thread, but does anyone know of any north American servers that are running this?