RS RSTE-OtoriShima

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-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
New Version up shortly.


Change log V2: Sep 7, 2013

-Fix Red Screen
-Improving Lightning...causing drop in fps 10-25.
-Fixed materials on some glowing meshes (Tanks, jeeps, etc.
-Increased Map time limit (See Time Limit) 64 player = 45min
-Add Environment Sounds
-Improve Player visibility (Increase character lighting)
-Add battleship - firing guns
 

[40-1]MORD

FNG / Fresh Meat
Jul 21, 2011
713
52
0
London
www.40-1.net
New Version up shortly.


Change log V2: Sep 7, 2013

-Fix Red Screen
-Improving Lightning...causing drop in fps 10-25.
-Fixed materials on some glowing meshes (Tanks, jeeps, etc.
-Increased Map time limit (See Time Limit) 64 player = 45min
-Add Environment Sounds
-Improve Player visibility (Increase character lighting)
-Add battleship - firing guns

Sounds good. I hope a reason of crashes is gone too.
 

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
Just had some fun rounds in this. I can confirm no crashes, player skins are more recognizable. and plays much better from first version. I think the status of the map will be BETA for next version.


Please keep the feedback coming, you guys have done a great job so far!

Thank You! :D
 

[40-1]MORD

FNG / Fresh Meat
Jul 21, 2011
713
52
0
London
www.40-1.net
Thanks for a new version.
It`s much,much better right now. Visibility is just right and game seems to run better. A couple of thing that I noticed:
- battleships look more like they are under fire not firing. They are far behind playable area and can only bee seen a couple of times so IMO firing effect could be removed completely. How many times during a game players gonna watch them? Not many I guess. Also sound of their guns - they fire every second or 2, this sound started hurting my ears after 20 minutes of playing :D Just opinion.
- vehicles too many IMO, they seem to be everywhere player looks. Some of them like jeep look very good but some still shine too much like trucks with barrels.
We will give it a go tomorrow to see how the map plays now.
 

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
Thanks for a new version.
It`s much,much better right now. Visibility is just right and game seems to run better. A couple of thing that I noticed:
- battleships look more like they are under fire not firing. They are far behind playable area and can only bee seen a couple of times so IMO firing effect could be removed completely. How many times during a game players gonna watch them? Not many I guess. Also sound of their guns - they fire every second or 2, this sound started hurting my ears after 20 minutes of playing :D Just opinion.
- vehicles too many IMO, they seem to be everywhere player looks. Some of them like jeep look very good but some still shine too much like trucks with barrels.
We will give it a go tomorrow to see how the map plays now.

lol I agree with you 100% on the battleships. I remember talking to my self as I usually do :p, and saying why in the hell did I even put them in haha. You know how it is. Sometime you think of something I'm your head, but it doesnt translate as good in game. No worries already gone! The veichles are in more for cover, if I have to take some out, that's not a problem. Some screen shot would be great too. Thank you soooooo much your input, this truly helps me out tremendously!
 

Fishsticks

FNG / Fresh Meat
Apr 20, 2011
886
57
0
Alabama
-Increased Map time limit (See Time Limit)

64 players = 45 min


Man you are awesome ..another long time limit map (this is what we need more of!!)

I'm going to have to go play it now.
smile1.gif


IMO all R02/RS maps should have longer time limits and balancing should be done with tickets instead.

I wish TWI and more mappers understood this foundation instead of limiting maps to 20-25 mins. All the the short time limits result in are a mad run 'n gun dash for capzones.

Thank you again Wolfy!
 
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[40-1]MORD

FNG / Fresh Meat
Jul 21, 2011
713
52
0
London
www.40-1.net
New version will be played today between 1800 and 1900 UK time on our server #1, after PhosphatePlant map. I invite you guys.
Also we are playing it on full server now.
Server address in my sig.
Crashes seem to be gone :)
 
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[40-1]MORD

FNG / Fresh Meat
Jul 21, 2011
713
52
0
London
www.40-1.net
After playing 2 rounds on full server - 1 round won by Axis second by Allies.
No balancing issues noticed so far. Volwerine, you should have read all "awesome map" and similliar comments. It would add even more fuel to your mapping engine :D
One thing mentioned by many players - both faction skins look too similar.
I agree and think that replacing current Axis skins with Hanto one`s would be a good choice and also reduce team killing.
 

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
Thanks guys.

@ MORD, I wish I was there to see how its playing. I appreciate your help.

As far as the skins go, I'm using SNLF skins , that's why they look the same as US for the most part. However, i'm just going to keep those for now because the new map Betio has the new textured skins, an as soon as the beta goes live my map will have the new ones as well.



And please keep the info coming, working on next version right now. That way I can add as much to it for next version, which I'm shooting for next weekend. I don't want to keep releasing new versions every day or so.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
And please keep the info coming, working on next version right now. That way I can add as much to it for next version, which I'm shooting for next weekend. I don't want to keep releasing new versions every day or so.

There is some grass in unwanted places. Inside the blockhouse with the radio
on the 2th floor and inside the hangars.
 

VietViking

FNG / Fresh Meat
Sep 25, 2012
352
1
0
Toronto, Ontario
some points after playing on a full server:
- very easy to get lost, lose all sense of direction, teamates would come out of bushes from the opposite direction you were going (one of the reasons for the tks) (mostly happened up until E cap)
- no clear path to B, roads lead past the B cap to C and D, and the bushes block the B cap so you don't even know (witnessed half my team take the road to C before B was even touched)
- way too many of those bushes everywhereeee (compared to maps like Hanto, Guadal, Angaur), made it very frustrating to have proper firefights and navigate through the area, just so much randomness as to where people came out from (both Allies and Axis)
- spawns on the last cap, for Axis at least, are really weird

otherwise it was fun, I didn't have problems with the uniforms. Ill try to play allied side next time this map is on 40-1 and the allied side isn't so stacked
 

Nightingale

FNG / Fresh Meat
Sep 15, 2010
872
64
0
Vancouver, Canada
Beautiful map as always, Wolverine. Question, though: why did you choose not to use the rain emitter included in RS? Is it for performance reasons? I ask because RS's unused rain emitter has a very nice splash effect that spawns wherever a raindrop falls, and I thought it would add greatly to the rainy atmosphere in your map.