RS KitaJima

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G_Sajer

FNG / Fresh Meat
Sep 4, 2011
2,389
132
0
Minnesota
:eek:

Good Lord! Who is making these assertions? Crucible is in North America and currently hosts no fewer than 34 exclusively CUSTOM MAPS for RS/HOS and nothing but CUSTOM MAPS available for vote 24/7. Gosh, one glance at the in-game browser at any time of day or night will reveal custom maps available for play at any given moment. You'd have to be wearing a set of ice-picks in your eyes to miss 'em. :rolleyes:
 

[40-1]MORD

FNG / Fresh Meat
Jul 21, 2011
713
52
0
London
www.40-1.net
Kitajima had been played 4-5 times on our RS server today with the full load.
The most popular comment was that the map is a bit to easy for attackers and that defenders (its campaign server) havnt got time to set up a proper defence after loosing a cap zone. attackers get to next cap too quick.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
Such a great map! I love the size and lushness of it.

It's hard to defend. One reason is that the caps are far apart and it's difficult to get people to them in sufficient numbers. You're spread thin, so it doesn't take much for the Allies to take control.

I'd suggest moving the Axis spawns a little closer or Allies back.

Maybe a shorter cooldown for Axis mortars? Is that possible?

It's tough for Axis to get to the Tunnels at F (I think, the one in the gorge) once the Allies move up slightly, so there's really no fighting in the tunnels or the gorge. A couple of people take it.

The bridge needs to be more difficult, it's one of the easier caps and since it's the last, it should be epic. Clear out some of the Allied cover?
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
Update #3


  • Added 2 objectives either side of the bridge, this should spread out the fighting.
  • Moved a Japanese spawn closer to main village.
  • Disabled spawns after objective is captured, this should create a flow of Japanese to the active objective.
  • Lowered Japanese spawn time to 16 seconds from 19.
  • Added more ammo caches and wind.
  • Added objective areas on the map
 
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G_Sajer

FNG / Fresh Meat
Sep 4, 2011
2,389
132
0
Minnesota
:)


Just a thought. The content name is still at v1. I was tempted to change it to v3, but I'm concerned about causing a conflict with SWS. I may still do this. If I leave it at v1, folks looking in the browser are going to get real confused about
which version we are running.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
Steamworkshop is still v1, so just keep it at v1 for now. People keep changing the name, there's Kitajima_v2 and KitaJima_v2 on different servers, it screws people over who have the workshop version already.

I'm aware of a bug that teleports you on top of the rocks when you spawn on squad leader, I'll be putting some volumes up there to stop players from doing that. I'm also going to open up the area between E(road) and D(ruins) to allow more flanking.
 
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Cranston_29thid

FNG / Fresh Meat
Jun 13, 2010
103
0
0
Nice one PsychoPidgeon. V4 has been uploaded to the 29th ID Battalion Server and will be used during tomorrows session. If you're around you should come along!
 

Rugsejis

FNG / Fresh Meat
Nov 28, 2013
13
0
0
Great map. The only bad thing I can think of is that the lighting and sky looks really out of place - like something from 2006. But the design of the map is supah. :)
Please change the lighting!
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
Update #5

Worked hard on adjusting spawns to make the map feel more fluid. I can't get this on steam workshop for whatever reason, I will keep trying but no point holding up an update.


  • New U.S temporary spawns on the beach, this stops them leap frogging over the Japanese and gets them to clear out any Japanese on the beach.
  • Added temporary Japanese spawns at the village defenses enabling them to spawn a few waves for defense.
  • Added Japanese temporary spawn for I (swamp).
  • Moved U.S spawn that was active after capturing the swamp(I).
  • Few other changes to Japanese spawns to help them defend.
  • The objectives either side of the bridge are now tied to I and J, when J (ruin path) is capped then 1 of the objectives next to the bridge becomes active same for I, I'm hoping this will keep players who attacked J or I active in that area instead of having to slog over to the other side of the map and allow for a more natural progression. When both objectives either side of the bridge are taken, the bridge is then active.
  • Made the map more accurate.
  • Changed game time from 45 to 40 minutes.
  • All objectives have 60 second cap time except beach landing(A) which is 45.
  • Moved everything towards the centre 0.0.0 this should clear up projectile issues.
Client
http://www.mediafire.com/download/295fn778nmd1prf/KitaJimav5%20Client.rar


Server
http://www.mediafire.com/download/3sc25l6dlj1t8j1/KitaJimav5 server.rar
 
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