RS RSTE-Bataan

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LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
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.

I'll agree with this, and not just on this map. I like battles and the reality in this game is that if you spend too much time at one cap, you've already lost. I'd rather keep moving on and have time run out after I've fought farther on, than win/lose the same cap over and over. This is especially common on less than full servers as both sides play whack-a-mole.

Also, and I'm seeing this on several of the new maps not just here, but since the Axis rely on boobytraps for effective defense, there isn't much time after a cap falls to set them up before the Allies storm into the next cap. Between spawn protection zones and the spawns being slighty too far back from the caps, I always feel like it's a mad scramble to simply get there before it is a frenzied fight. IRL, the defenders would already be in position. It's better with the last changes, but still tough.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
Interesting to find if its possible to lock an objective after its capped for the 2th time.

If you do, be prepared to see more players say its too easy for the Allies. I believe it is B and C where the Japanese players buy the most time for their defense. Of course, this is my experience. You yourself have already noted the amount of Allied victories...
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Moe to me its clear. Almost all info I had on the gameplay I got from 1 or 2 players (Zetsumei and You )and myself.
I think Allies have enough firepower to win and Axis have it difficult enough to keep the objectives. I only want a balanced maps. Big chance I won't change anything. I see an overall of easy attacking victories lately.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
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 think when C Locks down would make it way to easy for Alies. I moved Allies spawn for C some foreward. The differ with Axis spawn for C was a lot already but it might help.

About the capzone B. Its supposed to be some Japanese outpost with barracks in the higher part. The two larger buildings in the lower area must be seen as some sort of HQ. The building with the radio and waving Japanese banner and with the supply. Seems logic to me to conquer that area as its the HQ. But whats logic these days ?
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
It's far better than it was before the changes, I've seen the axis win quite often and even when losing, it comes down to a big battle at the end.

I guess what I miss is that unlike on Rackowice, once a caps falls, there isn't much fighting between it and the next cap. Because of the spawn protection and the spawn locations, the Allies usually stampede straight to the next cap and the fighting begins again on the outskirts. I think this is partially due to the nature of the RS terrain. The heavy cover cuts down on long distance engagements, but this map has some great open spaces that we all just run over. I'd love to see some shootouts over the rice paddies. :)

Thanks for all your effort, this is one of my favorite maps.
 

jergul

Member
Sep 19, 2009
522
10
18
I like lower half capzones from a narrative perspective. The point is not to contest an area with 50%+1 superiority, but rather to clear an area before pushing on.

DH mappers experimented with caps on a slow timer on open ground between two firing positions. The logic being that since only exposed soldiers could cap, then the defenders' firing position opposite of cap needed to be cleared before the cap could be secured.

Conceptually sound, but the devil is always in the details.

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I agree to some degree that the pace between caps could be slower to take advantage of long range fire fights the map seems to invite.

The game time might be a bit too long as is? There seemed to be a lot of time left on the rounds I played, which takes out a bit suspense.

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A ha-go and a stuart would work nicely on the map :D.

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Thanks Drecks for making this. It really is an enjoyable map to play.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Thanks for the heads up.

I tried to play it as often as possible (on a full server) so I might notice what make it that hard to defend. The idea was a map with all kind of areas. Areas with more cover together with more open areas. Could be American firepower offers more advantage on open areas.

Most objectives can be entered from multiple sides. This will devide the players which might work better for attacking team and made it harder for the defenders. With the next update I will try to narrow some of them down to create some real chokepoints. Especcially for the final two objectives.

Lately I played a lot RS and not noticed defending seems hard on more maps. Probably caused by loads of new players. I could be wrong.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Waited a month for the next update here it is

Changes:

Tried to create better chokepoints at obj D & E and G & H
Added another radio at Objective D
Moved MG at E to better position
Added another MG at G
Tweaked terrain texture and stock defensive meshes. They better blend now
Taller grass
More defensive structure at obj B
Japanese now three mortars
Some random fixes

Did not change file name.

Name: RSTE-Bataan

Links:

Files:

Client files

Server files

Screens:

Spoiler!


Spoiler!


Spoiler!


Spoiler!


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.....
 
Last edited:

titsmcgee852

FNG / Fresh Meat
Feb 27, 2013
696
0
0
This map looks really really good man. Sorry that you've had so many issues with SWS and people not playing it, every time I've played it I have enjoyed it.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
Thanks for the update, the map has been playing better lately I think as people have learned the best places to defend from. I've seen defenders up on the rocks too, I'm not sure this is a new ability or people have just found the rocks they can get up on.

It's still been attackers winning almost always, I think your changes will help the defenders hold them off.
 

Cranston_29thid

FNG / Fresh Meat
Jun 13, 2010
103
0
0
We'll be going through this map thoroughly during our session this Sunday. If you're available, we'd love to see you join us.
 

Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
123
0
Played the map today, first thing i noticed is allot of space, something i like in the map, first time playing i was getting lost left and right. ;)

But there are a bit too much objectives for my taste, well, too much objectives to attack/defend who are beside each other, i think its better to make people attack/defend at one point, than maybe add one point where there should be two objectives to be defended.

I think this map would look allot better if there was a different kind of lighting, maybe let the sun shine through some more?

And what has been said before, needs more cover because its a bit to open here and there. Overall, keep on working on this one and it will be a great one!
 

MeFirst

FNG / Fresh Meat
Mar 26, 2006
1,302
176
0
36
Germany
Please dont hate me for this Drecks. :(


Tested the map yesterday with a nearly full 29th server (T/5 Flesch here).


Right now to me this map feels a bit dry. I dont mean the look of the map since I am aware that most visuals will be added later, but the gameplay of the map. It is pretty hard to me to describe what I think is wrong with the map but to quote myself from yesterday:

There are not much interesting things to do.

So far the gamplay (on both sides) feels like you just run up to the front and shoot the enemy or either get shot by them. So far the gameplay seems a bit limited to that. I think what this map needs are more distinctive objectives that offer different types of gameplay. So far a lot of the obs feel and play the same.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Please dont hate me for this Drecks. :(


Tested the map yesterday with a nearly full 29th server (T/5 Flesch here).


Right now to me this map feels a bit dry. I dont mean the look of the map since I am aware that most visuals will be added later, but the gameplay of the map. It is pretty hard to me to describe what I think is wrong with the map but to quote myself from yesterday:



So far the gamplay (on both sides) feels like you just run up to the front and shoot the enemy or either get shot by them. So far the gameplay seems a bit limited to that. I think what this map needs are more distinctive objectives that offer different types of gameplay. So far a lot of the obs feel and play the same.

I hope the map will grow on you as don't expect to much changes at this point.