RS RSTE-Bataan

  • 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/

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
November 5th update.
=================

Loads of work done.

Map renamed back to RSTE-Bataan
So I can open it up in Steamworkshop again.

Loads of fixed and small tweaks.
Fixed Mounted MG. Japanese model now visible.
Tweaked grass settings.
More things added in Ricefield objective.
And more.......

Note: This map make use of a spawndelay. When attackers capture the rquired objectives.
they get a temperary spawn. Defenders have time to move back to defend the new objectives.
In 40 to 50 seconds the temperary spawn is traded for two new spawns.

Files:


Some screens:

Spoiler!


Spoiler!


Spoiler!


Spoiler!


Spoiler!


Spoiler!


Spoiler!


Spoiler!


Spoiler!


Spoiler!


Alos manage to upload it to Steam Workshop. Did not manag to update it so lost all
comments there.

SWS link: http://steamcommunity.com/sharedfiles/filedetails/?id=192283671

Want to wish all other contesters the best of luck !!
 
Last edited:

titsmcgee852

FNG / Fresh Meat
Feb 27, 2013
696
0
0
No worries, I'll have another walk around later and try find more.

EDIT: If it helps, I found some more. Other than that, the rocks seem okay. There are some collusion issues but they're bearable and mostly in the form of not being able to step onto them when they're like half a metre above the ground.

http://imgur.com/a/zVKdg
http://imgur.com/a/yEtHk
http://imgur.com/a/wXBd3 some floating bushes in the 3rd pic
 
Last edited:

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Thanks for the info. It will be taken care of. But first I wait for some weeks months to learn more about how the map plays.
 
Last edited:

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Had a nice game where Japanese lost with three minutes left. It could have been worse.

Not to much comments about the fog. When people complain about teamkills
caused by the fog. My reply is to get use to it. You can't please all people afterall.
 
Last edited:

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
It was a better weekend for custom maps. The 40-1 server added some customs to some sectors on their campaign server and they where picked often. Later on sunday the 29th Infantry had a loaded server running customs.

Most games I played on Bataan at the 40-1 ended with a Allied victory.
With people complain that the Japanese had to far away spawn distance.

But it was a nice suprise to witness what an organised Japanese team can do on the 29th infantry server later that day. We bleed the Allies.
And some Allieds complain the Japanese could use longer spawndistance. It could be that the Allied team was more unorganised.

I only update the map when I recieve more info as its clear its all about the teams and how they coop and think.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Working on an update with fixes and tweaks.

- More stuff.
- Tweaked mud terrain texture less repatative.
- Added a 3rd knee mortar to Japanese.
- Better defendable Last caps
- Some fixes under the hood ;)

I tried to join this map as much as possible during online games.
I witnessed overall Allied victories on the 40-1 , but also noticed an
organised Japanese team can make the Allies suffer.

Iff anyone have something to say about the balance, objective set up, spawndistance or whatever grab your chance here instead of complaining aferwards in game.

Cheers Drecks
 

Attachments

  • 1.jpg
    1.jpg
    68.8 KB · Views: 0
  • 2.jpg
    2.jpg
    88.2 KB · Views: 0

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
1,433
0
33
Falmouth UK
Sometimes B&C can go around in circles. I wouldnt say lock them down, but perhaps you can set something up in kismet that if an objective has been capped for a third time that it locks down.

The capzone boundary for objective B can be a bit strange, in that its only the lower part of that village and not the top. Gameplay wise it makes sense, but if you look at gameplay narrative why should only the bottom part be the capzone what makes it special.
 
Last edited:

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
Sometimes B&C can go around in circles. I wouldnt say lock them down, but perhaps you can set something up in kismet that if an objective has been capped for a third time that it locks down.

The capzone boundary for objective B can be a bit strange, in that its only the lower part of that village and not the top. Gameplay wise it makes sense, but if you look at gameplay narrative why should only the bottom part be the capzone what makes it special.

I like that B and C can go back and forth. Locking them down at any point I think would make the whole deal much easier for the Allies.
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
1,433
0
33
Falmouth UK
I like that B and C can go back and forth. Locking them down at any point I think would make the whole deal much easier for the Allies.

I like things going hence and forth, but at some point it might get silly. If something gets gets capped and lost twice, i think that at that point you might as well then make things lock down. Primarily because the lockdown mechanism never triggers if caps continue to get taken even if one team is overpowering the other.