RS RSTE-Bataan

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G_Sajer

FNG / Fresh Meat
Sep 4, 2011
2,389
132
0
Minnesota
:cool:

I have one behavior issue I'd like to point out. It's very specific, and it may be an issue on other maps as well. It has to do with the use of the knee morter.

There are several places on the map where there are flat rocks that can be climbed upon and which make good launch points during certain stages of defense. But in spite of apparent clear line of sight and prudent barrel elevation, the 40mm seems to be striking something unseen in those areas, and detonates in my face upon launch. In spite of the relatively flat appearance of the rock mantle, there is something present in surface topography that the map/game code sees as a solid object. I'm not sure if this is going to be a problem that is easily solvable or not. And the issue manifests itself when the weapon ifs fired prone. I've gotten rather cautious about just where I fire this thing as a result. Anyway, this is just something I think mappers should be aware of.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
:cool:

I have one behavior issue I'd like to point out. It's very specific, and it may be an issue on other maps as well. It has to do with the use of the knee morter.

There are several places on the map where there are flat rocks that can be climbed upon and which make good launch points during certain stages of defense. But in spite of apparent clear line of sight and prudent barrel elevation, the 40mm seems to be striking something unseen in those areas, and detonates in my face upon launch. In spite of the relatively flat appearance of the rock mantle, there is something present in surface topography that the map/game code sees as a solid object. I'm not sure if this is going to be a problem that is easily solvable or not. And the issue manifests itself when the weapon ifs fired prone. I've gotten rather cautious about just where I fire this thing as a result. Anyway, this is just something I think mappers should be aware of.

I'm about 99% sure it has something to do with the collsion of the rocks.
My guess they wheren't supposed to be walked on. When you go prone and fie the mortar chances are you will hit some collision.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Latest version installed on our RS server.

Nice job Mord now it would be great to get some feedback on how that version behaves
on a full server. As for that I only got minor info from one person in a PM....

Still funny as I just build an update which i'm about to test local. :)
Keep an eye on it for today. Could be tomorrow to.....
 
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[40-1]MORD

FNG / Fresh Meat
Jul 21, 2011
713
52
0
London
www.40-1.net
Sorry for not being helpful recently but been busy in RL.
I`ll be pushing some RS custom map on our server 1. This is campaign server so custom maps will be added to the sectors. Lets see how is it turning out and keep your eye on that server from 1800 uk time onwards
 

[40-1]MORD

FNG / Fresh Meat
Jul 21, 2011
713
52
0
London
www.40-1.net
Some good news about playing "customs" on 40-1 server #1.
I was surprised how fast the server filled up even when all players had to download the map. It took 10 mins to get full server load on PPlants for example. So far Kobura has been played 3 times, Bataan 2 and PPlants once.
I didnt play today so cant leave you guys any feedback, sorry :)
Tomorrow custom maps will be added at the same time, around 1800 uk time.
 

VietViking

FNG / Fresh Meat
Sep 25, 2012
352
1
0
Toronto, Ontario
some minor things before your next update:
- spawned allied HMGs when axis are defending
- no dynamic shadows cast from a few objects:
Spoiler!

- missing mantle
Spoiler!

- needs more obvious map boundaries than blocking volume, looked like a path player can take
Spoiler!


will keep an eye on this when it appears on 40-1
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
[URL]http://steamcommunity.com/sharedfiles/filedetails/?id=190297131[/URL]

Got stuck in a rock and had to suicide.

As allies we found the map way too easy finishing it with 20 minutes to go. Some suggestions went from lengthening capping time, more static mgs or changing spawn times/distances?
This was with an almost full server and a slightly retarded japanese team.

Yeah this is seems good info but how retarded where the Japanese ?

It would be the easiest thing to pull Allied spawns some further away.
Would like to have more info on gameplay. I think the BAR is so powerfull
this and the Thompson gave the US good firepower. First obj is the easies I think. In my idea the Japanese must give the hardest fight at D and E and G and H.


some minor things before your next update:
- spawned allied HMGs when axis are defending

Did I really ad the US HMG ? I thought I checked it. I really get old.
 
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Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
As allies we found the map way too easy finishing it with 20 minutes to go. Some suggestions went from lengthening capping time, more static mgs or changing spawn times/distances?
This was with an almost full server and a slightly retarded japanese team.

How did players react on the spawndelay with spawnprotection delay ?

@ Viking found all non shadow spots thanks.
 
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Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Just finished two games on the 40-1 server with 64 people. Don't want to share my real thoughts.
So here are my observations.

In campaign mode Japanese first attacked. They never made it to B and C.
I played commander for a while and I'm not the best player and way to busy observing other stuff. Anyway Axis never made it and bleeded to 0 reinforcements at B and C.

Then the Allied attacked and Japanese got steamrolled with 20 minutes left and they never manage to make it a real fight.

I don't know if it was the map,the team or the weapons each team have.
I hope its a combination, but for some reason the Japanese team could not hold any position. And that flamethrower is a deadly piece of S.....

Probably solutions:

Longer spawndistance for Allies which makes the map unplayable in campaignmode when Japanese attack.
Give Japanese 6 SMS's
US team only 2 BAR's
Even up Artillery for both teams.

This was the first real game I witnessed the map with humans. That took way to long otherwise
this outcome had been noticed earlier in development.
 
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[40-1]MORD

FNG / Fresh Meat
Jul 21, 2011
713
52
0
London
www.40-1.net
Important thing - Axis team was worse team. When Bataan was played they controlled only 2 sectors while Allies 8. During the weekend I`ll probably switch the server to normal mode with fixed rotation so it should probably give you better perspective on the map balance.
 

Mikeedude

FNG / Fresh Meat
Apr 7, 2009
409
5
0
Penzance, cornwall
Ahem, maybe if the TL had dropped arty on the cap the axis team were attacking and then not gone afk for the rest of the match it might have been closer.
Trolling your own map didn't make any new converts to custom maps.

Saying that ,campaign mode breaks most maps, on bridges of druzhina the other day the german team attacked and steam-rolled the allies.
Mainly due to the p4 replacing the t34 ,with two mgs with optics it had over 300 kills.
Simple things like that make it difficult to balance maps for normal and campaign as well.
One other point i noticed is that the map suits allies attacking, with the capzones having shedloads of cover, which suits flamers and automatic weapons.
While the rest of the map is bald as a ****,which would suit the japanese if there wasn't so many routes into the capzones.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Ahem, maybe if the TL had dropped arty on the cap the axis team were attacking and then not gone afk for the rest of the match it might have been closer.
Trolling your own map didn't make any new converts to custom maps.

Saying that ,campaign mode breaks most maps, on bridges of druzhina the other day the german team attacked and steam-rolled the allies.
Mainly due to the p4 replacing the t34 ,with two mgs with optics it had over 300 kills.
Simple things like that make it difficult to balance maps for normal and campaign as well. One other point i noticed is that the map suits allies attacking, with the capzones having shedloads of cover, which suits flamers and automatic weapons. While the rest of the map is bald as a ****,which would suit the japanese if there wasn't so many routes into the capzones.

I wheren't trolling my own map. That arty was a mistake. Wanted it slightly inbetween spawn and cap. I was not afk. It just did no work. Gave away the commander role to late, By thar point I was annoyed already some guy with a German name.

2th game I was rifleman and in awe how easy it was for Allies. We managed to keep D and E for a while but once one of it was lost it went wrong.

Even the last two objectives where lost quickly while Allies doesn't have that much of cover.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Update to V4.

After two devastating games yesterday on the full 40-1 server. I'm out of options. Japanese got beated twice without any chance.

Still an update today with some tweakings.

Some tweaks in spawndistance for Allies.
Some minor tweaks in approach of objective C
Some tweaks in size of the capping zones.
Some more cover for defenders.
Some smaller "Red screens"
Some shadow fixes pointed out by Vietviking.
Fixed the foliage layer. The grass looks like grass now and no blurry texture.

Note: Not build in the maximum light quality. I ran out of time.
There will be a last update before the contest deadline ends on november 5th.

Links:



Name: RSTE-Bataan_v4

Greets Drecks
 
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