RS KitaJima

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Cranston_29thid

FNG / Fresh Meat
Jun 13, 2010
103
0
0
Update #5 has been added to the 29th ID Battalion Server and will be used during tomorrows Public Play Session. If you're around tomorrow evening, we'd love to see you stop by. Of course, we are not limiting ourselves on a set time when we'll play it, nor the number of times we'll play it during the evening, so feel free to join whenever and we'll switch the map over ;)

Once again, awesome work Psycho!
 

[rs2.fi] Tuomainen

Active member
Apr 16, 2010
445
132
43
Finland
discord.gg
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
We'll be interesting to see how everything plays out. Definitely one of the best custom maps in RS!
 

thens

FNG / Fresh Meat
Jun 21, 2012
288
0
0
Yeh, I'm really interested as well because it's a great custom map indeed. I feel that the map's "unique" layout makes it harder to balance correctly, but I'm glad that you're still updating/balancing the map.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
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.


  • 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.
  • 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.
Client
http://www.mediafire.com/download/giie2myyafkzqd5/KitaJima_v6%20Client.rar

Server
http://www.mediafire.com/download/67n97ncpmvy29s5/KitaJima_v6 server.rar
 
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[rs2.fi] Tuomainen

Active member
Apr 16, 2010
445
132
43
Finland
discord.gg
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.


  • 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.
Client
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]
Thanks for the update!
 

Cranston_29thid

FNG / Fresh Meat
Jun 13, 2010
103
0
0
Update #6 has been added to the Battalion Server and will be played during today Public Play Session. I hope to see you there Phoenix!

Thanks for the frequent updates on this map, it's great to see you putting so much effort into it. Looking forward to testing it out this evening :)
 

Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
123
0
Played it today on our 29th server, first impression is that it really has a great atmosphere, planes flying over (something i really missed in some RO2/RS maps, adds so much to the game's atmosphere!), artillery flying around, smoke artillery hitting the beach.

Good Stuff:

-Allot of jungle and terrain decoration/foliage, must have taken many days to get this done.
-very immersive!
-Really forces the teams to have a good commander and SL to defend/attack!

Bad stuff:
-I noticed as a flamer, i could not mantle over anything, so adding a mantle node for the next version would be nice!
-There is allot of foliage, a bit too much at some points, i noticed the frames go down a bit, i have a strong pc, but people with a less powerful pc could get allot of issues with it.
-Taking B can be really difficult for the allies seeing they have to hop a wall, maybe making B a bit larger spread out over the beach instead of just one bunker area could work this out. But i think with a better Commander and SL it would be fine.

For the rest, excellent map, work out the little kinks and we got a winner!:D
 
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PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
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.
 

[rs2.fi] Tuomainen

Active member
Apr 16, 2010
445
132
43
Finland
discord.gg
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.
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 really liked the changed capping order at the end (which came with update #5 already but never had a chance to play it!).

Thanks for the games and thanks for this great map!
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
I said it ingame when Allies where stuck on B. I never seen Japanese win so I was suprised to see Allies got stuck on B. All games I played so far with a full server ended with at least 20 minutes left. Thats exactly what happend in the 2th game once Allies took B it was done.

Though the spread of objectives is a nice idea its hard for a coordinated defense. Both teams benefite the cover, but the Japanese need to spread to much when D,E and F get active.When some Allies attack D and F the Japanese need to decide what to defend. They split up and get killed. Now all the Allies need to do is went to the center of the map to E.

The first Village area is harder for Allies, but when it falls that 2th village area give the Japanese a bottleneck to enter it from their spawn. A few Allies can stop Japanese reinforcements there.

Once the village area is lost the objectives get spreaded again and the Allies can clear them one by one or even two at once.
So Allies won with 21 minutes to play.

I played it more than once and how I described it above is how I experienced these games.
I could have had weak Japanese opponents off course. Playing as Japanese I had the same.
 
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PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
I'm going to move the spawns up further for Japanese at village and also create another way through, I think it bottlenecks because people automatically choose 1st spawn which is on the bridge, I go on the assumption people will choose their spawn depending on the scenario but that might be too complicated.

My experiences are similar to yours but I have had a few games where Japanese team has been very good and managed to hold US back till 4 minutes left. I don't know if a Japanese team has ever won on a full server lol. It's inevitable that Japanese have to sacrifice one objective over another but I like that, you never know which objective they're going to put up the most resistance on, at least if they're organized. I thought about making the middle objective (E) recapturable but the other 2 are locked after cap. This would make both sides focus on that objective while the other 2 would be side objectives, and give the Japanese more time to delay allies? Also going to lower the round time to 35 minutes instead of 42.
 
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Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
123
0
Still very bizarre i could not mantle over anything, maybe it was just a temporary bug? Gonna try again when the map is up, its not that of a big issue once B is captured seeing as a flamer you don't have to bypass that big beach wall anymore.

Is this map btw based on anything real life? When the map starts on the US side it reminds me allot of the landing on Peleliu beach from The Pacific. The planes flying over head, would be awesome to hear those flying over further up in the map as well a couple of times. :D
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
I was thinking of Tarawa when I did the beach, it's in Medal of Honor Pacific Assault. Then I wanted deep jungle so I acted like a painter with a blank canvas and went at it. I have trouble planning out objectives and spawns in advance, I enjoy making the environment but I'm not much good at the other stuff.
 

Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
123
0
Than get a guy who is good with objectives. :D I tested the map again a hour ago on one of our empty 29th servers and suddenly i could mantle over everything again, think the game decided to screw with me or something, if it happens again i will let you know. And it indeed looks like Tarawa from MOH Pacific (really wish MOH would go back to the WWII era but i think the brand is dead after this years MOH Warfighter flop).
 
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