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Beta Map [MAP]WF-Port Brest

Looks a lot better.
Perhaps adding a decal or vertex painting to the blown out hole in the wall.
http://i.imgur.com/fZwVsxn.jpg
And the fences look off, if you can get me the fence's textures I might be able to do something. Maybe a more cleaner less rough look to them. I think there's even some, moss or rot (right lower corner of screen.) on them...
http://i.imgur.com/mzGXyWJ.jpg
Maybe adding some craters in the street wouldn't be a bad idea, the random smoking ruins with no cause, then right next to it, perfectly fine buildings, seems off sometimes.
 
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Looks a lot better.
Perhaps adding a decal or vertex painting to the blown out hole in the wall.
http://i.imgur.com/fZwVsxn.jpg
And the fences look off, if you can get me the fence's textures I might be able to do something. Maybe a more cleaner less rough look to them. I think there's even some, moss or rot (right lower corner of screen.) on them...
http://i.imgur.com/mzGXyWJ.jpg
Maybe adding some craters in the street wouldn't be a bad idea, the random smoking ruins with no cause, then right next to it, perfectly fine buildings, seems off sometimes.

Good Call :)
 

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PortBrest_Title_5.jpg


UPDATED TO B5

Download WF-PortBrestB5 Here

Changelog 12/31/2015:

  • Removed Infinite Satchels from House in B
  • Added numerous Craters
  • Added roads and paths around River
  • Added reeds, rocks, and natural cover to River
  • Doubled the amount of trees
  • Varied size, shape, and position of trees
  • Narrowed river on the flanks
  • Added several Metal panels to the bridge for cover
  • Increased Allies Reinforcements to 550
  • Added Streetlights and Sidewalks to City
  • Added more light in Final Cap (D)
  • Added more upper floors in Final Cap (D)
  • Added Catwalks in Final Cap (D)
  • Modified several stock textures to fit Western Europe Theater
  • Added destructible fuel trucks
  • Adjusted culling to prevent large buildings from popping into view
  • Added Spawn for allies attacking B
  • Added / Modified Ambient Battle noise
  • Fixed Windows in B that could not be Mantled
  • Added / Updated Spawn Protection for both sides
  • Modified Objective bounds
  • Added Objective borders to overhead map
  • Axis spawn moves back slightly after initial spawn
  • Both Alleys in B and C are now open
  • Several houses in B and C are now completely open
  • Added several destroyed Sd.Kfz.
  • Added more natural sounds to river area
  • Added floating dust particles in air of A/B ;)
  • Added new French Ad Signs and artwork
  • Added new Fuel Tank Damage Animation
  • Added Dragon88 custom made couch and bed
  • Added Dragon88 custom made fountain for Brest Courtyard
  • Modified destroyed Panzer IV skin to Lemonater's Western Fleck Pattern
  • Modified Hero Bot Pathing (Be Aware at distance!)
  • Added graffiti left by deviant soldiers
  • Added a road bridge to left side of A
  • Modified terrain of Dockyards
  • Added cracks to concrete of Dockyards
  • Modified Look of destructible Concrete walls and fences
  • Added details and cover to D / E
  • Added grid marks to overhead map


A huge thanks to all who gave their feedback and input to improve this map
SCUM. LugNut, Lemonater, Beskar Mando, PsychoPigeon, Moskeeto
:IS2::IS2:

IMGUR GALLERY with 35 Images

Screens:

Spoiler!
 
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This map at the moment has been figured out by people playing it, they know that C is a chokepoint and its incredibly hard to get it, the main issue is there is just two ways of getting there, one is the main street and two alleys where one on the left stops prematurely so you still gotta cross the main street, the axis team players now this and just shoot relentlessly through these alleys and make it almost impossible to get C. I recommend removing these chokepoints, add more ways to flank, maps need to have allot of approaches or it won't work.
 
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