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Beta Map RSTE-Anthill (Beta)

Defwen

Grizzled Veteran
May 25, 2013
120
0
defwen.com
Hi there,
a first beta version of RSTE-Anthill, a custom map for Rising Storm, is available on Steam Workshop and my site. Even trough it's beta, it's in much farther state than Yonabaru. Cover slots are present as well as bots support, overhead map and objective zone textures. Thirteen screenshots uploaded to Steam Workshop, check them out.

Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=550637935[url]http://steamcommunity.com/sharedfiles/filedetails/?id=550637935[/URL]

Direct download: http://defwen.com/ro2rs_maps/[url]http://defwen.com/ro2rs_maps/[/URL]

I decided to not include flamethrower and mortar slots. Depends on your feedback if you want them there or not.
 
RSTE-Anthill B2 is available.
Spoiler!


Changelog:
[NEW] HMG functionality
[NEW] Unified beta screen warning

[CHANGED] Kismet was re-written to classic TE mode (Attackers: JAP, Defenders: US)
[CHANGED] Sounds volume adjusted
[CHANGED] Objectives revisited to work with new settings

[FIXED] Floating objects
[FIXED] If player dies in a bunker he is no longer teleported in the air
About decision to change map's gameplay:
Players mostly fought for Objective A (Name: Bridge) and the rest of the map was left unexplored. Current intention is to remove static elements, cease a little current cokepoints and provide better gameplay.
We shall see if B2 variant works better or worse and move from there.

Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=550637935

Direct download: http://defwen.com/ro2rs_maps/
 
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Hey Defwen, not sure if you got my Steam message or not. You may have gotten around to fixing these already with your newest version but the most common things I heard during our full server playing this map was:

1) Fog seemed a bit too dense for players liking. 2) Places with thick, tall foliage caused huge dumps in FPS 3) Spawn points were too far for players liking (but then again it could force better teamwork with SL's)

Excellent work, though. The maps you make are gorgeous and well thought out. Keep it up!
 
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Players have kind of missed the old tug-of-war style of the previous version rather than the single direction approach now. There's also MG's still mounted on the bridge facing the wrong way with this new approach.

If there was a way to make the flanks through the river more visible (weather on overhead map or terrain) it'd help players utilize the flanks more. So far, we're just seeing bloothbaths over the bridge.

The trenches seem to be a big part on each side of the map but there seems to be too much of them and they doesn't quite make the capture points as unique and interesting to fight over as other ones you have made across all your other maps.

Spawns tend to be a bit of a mind trick as defenders seem to spawn between two initial capture point and almost always flood to the further ones, leaving the rear one exposed. Granted there is always some learning curve to maps, but the way the spawn is set it doesn't quite make it as intuitive to players to defend. They kind of have to backtrack to protect one.

The tall grass continues to be a big FPS dump, if there is some way to optimize that better. Also, should a player go prone in it they can clearly see enemies ahead of them for a good distance.
 
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