Hello everyone,
This is a level I have been working called 'Kobura'. The map isn't based on historical events or a real area, I like to think its based in Burma somewhere. The map takes place on uneven jungle terrain with varying levels of height, both teams will be moving up and down slopes. The flow of the map also takes players across a river several times, and creates a sort of zig-zag movement pattern. US forces will be defending against Japanese attackers with 7 objectives which include defensive lines, a ruined temple, a village and river banks.
Update 3
Main additions include :
Smaller spawn protection volumes for the Japanese
Additional spawn locations for some objectives
New locations for some spawns
Adjusted some cap zone volumes
Large blocking volume pass
Improved AI pathing
A more thorough cover node pass
Colour correction added
Fixed splash decals not rendering properly on water surfaces
Fixed odd lighting in the tunnels
Fixed several floating objects
Fixed inability to place booby traps
Increased round time by a few minutes
Increased force respawn interval
Replaced old ruined wall sections with new ones, you no longer get caught on them now
Added several new props such as a new hut, outhouses, shelters and hut furniture
Detailed hut interiors and exteriors
Added alcoves and pillars to the Ruins tunnels for additional cover
Optimisations
Fixed noticeable clipping of dust/smoke particles when they would intersect other objects around the Ruins
What's to come :
Final overhead map
Further optimisations
More thorough blocking volume pass
Further details
Changes based on future feedback
Some screenshots
Again I need to give a huge thank you to the great people over at The Wild Bunch clan, without these guys support, encouragement and willingness to host and test the map I wouldn't have got this far.
Beta Thread
Any feedback and criticism would be greatly appreciated, If there are any problems running the map, please let me know and I'll try work any issues out as soon as possible.
Thank you very much for your time, I'd also like to give a massive thank you to The Wild Bunch clan who have been helping shape the map and have offered wonderful support which has given me a much needed motivational boost, Their assistance is of great value to me.
This is a level I have been working called 'Kobura'. The map isn't based on historical events or a real area, I like to think its based in Burma somewhere. The map takes place on uneven jungle terrain with varying levels of height, both teams will be moving up and down slopes. The flow of the map also takes players across a river several times, and creates a sort of zig-zag movement pattern. US forces will be defending against Japanese attackers with 7 objectives which include defensive lines, a ruined temple, a village and river banks.
Update 3
Main additions include :
Smaller spawn protection volumes for the Japanese
Additional spawn locations for some objectives
New locations for some spawns
Adjusted some cap zone volumes
Large blocking volume pass
Improved AI pathing
A more thorough cover node pass
Colour correction added
Fixed splash decals not rendering properly on water surfaces
Fixed odd lighting in the tunnels
Fixed several floating objects
Fixed inability to place booby traps
Increased round time by a few minutes
Increased force respawn interval
Replaced old ruined wall sections with new ones, you no longer get caught on them now
Added several new props such as a new hut, outhouses, shelters and hut furniture
Detailed hut interiors and exteriors
Added alcoves and pillars to the Ruins tunnels for additional cover
Optimisations
Fixed noticeable clipping of dust/smoke particles when they would intersect other objects around the Ruins
What's to come :
Final overhead map
Further optimisations
More thorough blocking volume pass
Further details
Changes based on future feedback
Some screenshots
Spoiler!
Spoiler!
Spoiler!
Spoiler!
Spoiler!
Again I need to give a huge thank you to the great people over at The Wild Bunch clan, without these guys support, encouragement and willingness to host and test the map I wouldn't have got this far.
Beta Thread
Any feedback and criticism would be greatly appreciated, If there are any problems running the map, please let me know and I'll try work any issues out as soon as possible.
Thank you very much for your time, I'd also like to give a massive thank you to The Wild Bunch clan who have been helping shape the map and have offered wonderful support which has given me a much needed motivational boost, Their assistance is of great value to me.
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