[Map release]TE-Butovo

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
I send a PM to TE-Swag about this issue.

I suffer the same on my map.

Here is what i wrote:
--------------------------------------------------------------------
Close to the patch I told you about that spawnprotection which appear while the spawns ain't active anymore and seem to get triggered when the Axis capped my objective 4. I removed that spawnprotection so the map can be played without problems.

I have tested my latest build a couple of time now (with bots) and yesterday I was lucky to discover the next weirdo spwanprotection behaviour.

Yesterday while Allies recaptured objective 4 an Axis spawnprotection got activated which is supposed to be active to protect the Axis spawn when they attack objective 2.

The thing is I was lucky to be as Allies in the capzone for objective 5 during that event.That capzone is overlapped by a part of the spawnprotection.

Weird thing is this spawnprotection won't kill the player. The screen gets red and the counter go to 0 and then the screen remains red but you can play on. When you get shot and respawn and go to the same area the spawnprotection ain't there anymore.

I heard about the TE-Butovo map had the same issue. So I joined a server running the post patch version of TE-Butovo and yes at the last objectives the same thing happend.

As you guys checked my Kismet while solving the previous problem I don't really have a weird Kismet
Is it a Bug ?

Did you guys ever experienced this ?

Could it only happen to Spawn protections who touch a ROPlaceableVolume which is active ?
As that is the only thing which they had common at my end ?

---------------------------------------------------------------------

We can forget the orange text as I already did a test with move the spawnprotection out of the active capzone without result.

Very curious on what cause this. And would like to know if more maps have ths problem ?
I did read somewhere Gleedo had the same.

 
Last edited:

BOH-rekrut

FNG / Fresh Meat
Oct 20, 2011
556
112
0
germany
I send a PM to TE-Swag about this issue.

I suffer the same on my map.

Here is what i wrote:
--------------------------------------------------------------------
Close to the patch I told you about that spawnprotection which appear while the spawns ain't active anymore and seem to get triggered when the Axis capped my objective 4. I removed that spawnprotection so the map can be played without problems.

I have tested my latest build a couple of time now (with bots) and yesterday I was lucky to discover the next weirdo spwanprotection behaviour.

Yesterday while Allies recaptured objective 4 an Axis spawnprotection got activated which is supposed to be active to protect the Axis spawn when they attack objective 2.

The thing is I was lucky to be as Allies in the capzone for objective 5 during that event.That capzone is overlapped by a part of the spawnprotection.

Weird thing is this spawnprotection won't kill the player. The screen gets red and the counter go to 0 and then the screen remains red but you can play on. When you get shot and respawn and go to the same area the spawnprotection ain't there anymore.

I heard about the TE-Butovo map had the same issue. So I joined a server running the post patch version of TE-Butovo and yes at the last objectives the same thing happend.

As you guys checked my Kismet while solving the previous problem I don't really have a weird Kismet
Is it a Bug ?

Did you guys ever experienced this ?

Could it only happen to Spawn protections who touch a ROPlaceableVolume which is active ?
As that is the only thing which they had common at my end ?

---------------------------------------------------------------------

We can forget the orange text as I already did a test with move the spawnprotection out of the active capzone without result.

Very curious on what cause this. And would like to know if more maps have ths problem ?
I did read somewhere Gleedo had the same.


thats not the only one bug , the copy and paste bug appears to me again, when i want to paste a copied object that the RO.exe crashes
 

Mike_Nomad

FNG / Fresh Meat
Feb 15, 2006
5,024
1,037
0
79
Florida, USA
www.raidersmerciless.com
Now, I know why the Germans get slaughtered in their initial spawn across from buildings 1 and across the road down from buildings 2.

Because of the distance, the foliage disappears and when they think they're under cover...... they're clearly seen and killed.

Man, this needs fixed and so do the red screens in this map.

Rekrut?
 

BOH-rekrut

FNG / Fresh Meat
Oct 20, 2011
556
112
0
germany
Butovo-B7 now available

Changelog:

-added Mapzone Textures
-added more covernodes
-fixxed several covernodes
- added Countdown Gametype to the map
-use another grass foliage
thinning radius to 4500uu
max draw radius to 5000uu
-added ambient lighting in all buildings
-added more ambient sounds
-fixxed redsreens


download at the first post
 

Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
13,277
4,049
113
And Congo Rats on your entry to phase 1! Good Luck (remember you can update your entry before the deadline)!
 

Comrade Kaizer

Grizzled Veteran
May 21, 2009
1,116
124
63
Great job on the map.

Some very minor, weird issues in the environment here and there but nothing really too serious. There is this one door issue that always catches my eye though. Located right in front/left of the first initial Russian spawn (burgundy house)...

Spoiler!


Spoiler!


Spoiler!


My only gripe would be the overhead map (when you press M) could use some cleaning up. It still looks very rough, especially with the top and bottom ends white and the map edge pixelated. Other than that, map looks great.