RO-PacificIsleBeta

  • 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/

slavek

Grizzled Veteran
May 4, 2006
3,075
943
113
UnrealEd: Viewport #1
Made new thread in Beta Map releases for map since it is playable now. At the moment I am working on a polished version that will be more complete, optimized and balanced, but if you wish to check the map out I have the first version(Same one as on AKA Server) for download.

Old Thread - http://www.redorchestragame.com/forum/showthread.php?t=29121


http://files.filefront.com/RO+PacificIsleB1rar/;12933610;/fileinfo.html

The map layout itself is not set in stone. I'm still going to add more landmass to incorporate some better objectives & Landscape.

Some Current ScreenShots:

Axis Spawn , A bit Sloppy , will be more organized next release.



Light House Hill Again



More Views From Light House Hill



Allied Spawn , Again just thrown in for now, testing vehicles atm.



South West Hill Obj replaced with a Munitions Camp on top of the hill.







Inland More with some vegetation

 
Last edited:

Sined

FNG / Fresh Meat
Oct 22, 2007
106
0
0
Australia
I had a run around on your map the other night...very nice, though IMHO you need to add just a few more vertical reference objects (ie posts/trees/buildings especially as axis heading towards allied spawn on that hill on my right the HT slowed and stopped as it struggled up a hill i couldnt determine till i got out and looked at the ocean and realised the angle i was on :)

Also nice signature on building :)
(i wont give away where it is:))

Cheers Sined
 

slavek

Grizzled Veteran
May 4, 2006
3,075
943
113
UnrealEd: Viewport #1
Been trying some things out. I used some of the grass used in CC maps , looks much better than the default red orchestra grass I was using before.
Also the old shrubs have been replaced with new vegetation that offers much more cover, grass fade out range has been extended so that it looks more realistic, also adds more cover for infantry at longer ranges. Lighting slightly changed a little. More objectives being added, and refined so that they have more of a purpose. Resupply points being added. Testing Ahz Vehicles/Guns.