RS RSTE-Bataan

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MeFirst

FNG / Fresh Meat
Mar 26, 2006
1,302
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Germany
Well one thing that the map so far seems to do rather well is balancing. I think the general Layout is okay and works so far. However as said I think we need some more versatile gameplay in the objs.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
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Well one thing that the map so far seems to do rather well is balancing. I think the general Layout is okay and works so far..

Previous versions showed defending was hard for Japanese. So I narrowed down some of entrance of the objectives. I think the Japanese could have won that 2th game last night but for odd reasons all of a sudden there where 5 more US players and we lost with 4 minutes to play. People said it was only at the end. Well at the end is where you loose a game ;)

As I said in game that you see often 2 or 3 players more on the US team and people replied that it should not make a difference. In a map where Japanese already need a good organisation 2 players can count.

However as said I think we need some more versatile gameplay in the objs.

That's not to difficult, but thinking on stock or other custom maps the diversity in gameplay
often differs not that much and depends on the theme. Compare Betio,Peleliu and Kwajalein
We have a concrete HQ in Betio its at the end and in Peleliu we see this halfway they add some
diversity, but overall we have palmtree defenses and barracks on these maps.

I wanted a more open map and added the ricepaddies for different Asian twist.
Some sort of swamp with a defenseline. (obj D & E) I prefer to defend as squadleader in
the swamp and fight the first wave of Allies there by planting boobytraps and shoot them
with the smg. Loads of players spawned on me there an. And immidiatly run back to the defenses.

Anyway thanks for the feedback. As that what we need to make maps better.
We will see how this turn out. I won't update to fast and will at least wait a month and
probably more info. :cool:
 
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PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
I don't think there's any difficulty in Japanese defending, the map generally ends with enough time for either the US or the Japanese to win.

I notice as commander there's a lack of radios I found myself having to go quite far to find one as I couldn't get inside the cap due to enemy fire.

You have a lot of room for detail, draw calls and fps are solid you have a lot of room to play with. Rocks and bushes in open areas, trees, more grass, just suggestions.

Overall I enjoy the map, I like the rice paddies, the spawns aren't in awkward places and the objectives make sense.
 

MeFirst

FNG / Fresh Meat
Mar 26, 2006
1,302
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Germany
Yeah, we need way more people to post here or talk to you directly so we can get more feedback on the map.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
On a second thought some defensive structures downhill inbetween objective B and the swamp/river could give the the Japaneses some time and Allies a harder time getting to Obj. D. :rolleyes:
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
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The Netherlands
Please upload to Steam work shop:)

Please read thread.

Note:

As usual Steam Work Shop does what it is supposed. Making people mad !!!
It won't coopearate in updating my file and I dont want to remove it and add it all again.

I really start to wonder if Red Orchestra 2 is the only game where SWS is working like this ?
I guess not as it wouldn't excist as not much people are willing to work with that kind of tools.

Than I added my in file and the uploader tells me upload succesfull in a blink.
I subscribe on Bataan on my sws and removed all new files from the

C:\Users\Johan\Documents\My Games\RedOrchestra2\ROGame\Published folder

and start the game. I nicely download RSTE-Bataan Silly thing is it was the old version with a new date.
Not a miracle people getting tired of problems with custom maps.....

Cheers Drecks
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
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The Netherlands
Next update is near.. The balance seems ok. Played the contest (november 5th) version twice last week during the testsessions and both teams did win. With a close call. It was a on a full server. Axis needs to coop well to do this which is a good thing afterall.

Yesterday I had two good games with the latest version on the 29th inf. Server. Both teams did win with the last game in overtime. Probably some small tweaks needed to tune this some more.

For the next update there will be some small defensive structures inbetween objective B and objective D. So downhill to the swamp. So some Japanese can put up a fight there instead of running back to the objective.

The Hangar obj will have some more defense to fight for. Hope this makes s more attractive endfight.

And a radio will added closer to the last Japanese spawn so the commander can call in arty from there.

Any feedback welcome so you don't have to rant somewhere in June 2014.....
 

Mikeedude

FNG / Fresh Meat
Apr 7, 2009
409
5
0
Penzance, cornwall
If you want to place any defences between B+D then you will need to change the spawn protection/combat zone as it seems to reach just before D.
As for balance I dont think there is much need to change it,as an attacker they usually reach the last capzone which is good, and they shouldn't reach it too early which is whats happening now.:)
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
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The Netherlands
If you want to place any defences between B+D then you will need to change the spawn protection/combat zone as it seems to reach just before D.
As for balance I dont think there is much need to change it,as an attacker they usually reach the last capzone which is good, and they shouldn't reach it too early which is whats happening now.:)

You might want to check that spawnprotection as its def not that close to D as you said.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
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If you want to place any defences between B+D then you will need to change the spawn protection/combat zone as it seems to reach just before D.

The spawnprotection is where the red line is.
Nowhere it reach just before obejective D :confused:
I slected the orange colored spawnpotection volume here too

spawnprot.jpg


The view towards objective B where Allies come from

spawnprot1.jpg


Looking towards D and E

spawnprot2.jpg
 
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Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
1,433
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Falmouth UK
one thing i noticed is that the origin of the map lighting seems up in the middle on top of the sky. While if you look at the skybox the sun seems to be quite low. So visually I get a mismatch between where i expect the light to come from and where it really comes from.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
one thing i noticed is that the origin of the map lighting seems up in the middle on top of the sky. While if you look at the skybox the sun seems to be quite low. So visually I get a mismatch between where i expect the light to come from and where it really comes from.

Kind a late reaction as I was busy.

Check the shadows of the trees in the screenshots above. They are quite long and could never be caused by sun up in the middle of the sky. I have seen worser mismatches....
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
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The Netherlands
With Honorable Mentions I provide you the "brewed" custom Rising Storm map Bataan. Fixt one area where one could walk on top of rockcliff caused by some over enthousiast collision.

The filesize is amazing small. It worked local. Online testing is up to the brave server admins who run custom maps.
If it works on a server drop a note.

Linky here

Mapname: RSTE-Bataan
 
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