We'll be interesting to see how everything plays out. Definitely one of the best custom maps in RS!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.
Client
- 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.
http://www.mediafire.com/download/295fn778nmd1prf/KitaJimav5%20Client.rar
Server
http://www.mediafire.com/download/3sc25l6dlj1t8j1/KitaJimav5 server.rar
Thanks for the update!Update #6
I managed to see the map played with full server a few times and got some good feedback. I spent more time working on spawns. I couldn't get this on workshop either.
Client
- Japanese have closer spawns at the beach.
- Japanese have temporary spawns at the 3 middle objectives and at the Swamp, giving them more time to prepare a defense.
- Moved Japanese spawns closer to Village Defenses and Village.
- U.S have new spawns at Village Defenses.
- U.S beach spawns now disable if either objective is captured.
- U.S and Japanese have new spawns for the bridge final objective, before they were quite spread out, the way they're arranged now it still allows you to flank either side but it's more centered towards the bridge which should allow for a big fight.
- Lowered artillery cool down drastically.
http://www.mediafire.com/download/giie2myyafkzqd5/KitaJima_v6 Client.rar[url]http://www.mediafire.com/download/giie2myyafkzqd5/KitaJima_v6%20Client.rar[/URL]
Server
http://www.mediafire.com/download/67n97ncpmvy29s5/KitaJima_v6 server.rar[url]http://www.mediafire.com/download/67n97ncpmvy29s5/KitaJima_v6%20server.rar[/URL]
I would say the beach was so hard at first since we were quite low in numbers? Generally during pub plays with 64 players (we reached maybe 40?) I haven't ever witnessed anything like that either. Well placed arty with some flanking action with SLs respawning their squads should do it. I wouldn't change the beach just yet. Like NightFire said, anything can be done with proper usage of TL & SL.I was playing flamer same time as you and could climb over everything, was there 1 particular spot or literally nothing allowed you to climb?
Grass will be lowered in next version, the main FPS drop is caused by the shadows on the grass which will be turned off this time.
Taking the beach should not have been that hard, it was a new thing I tried and it didn't work so it will be fixed in next update.
Thanks for the feedback.