RS RSTE-OtoriShima

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-=}WoLvErInE{=-

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


That why you need a good commander to use their flare. It makes you be more aware. Uniforms will be changed as soon as Betio gets released. I tried balancing between CQC and long distance. I yet to see the map my self with 64 players. I'll keep an eye Cap B. ;)

Thanks for feedback. :D



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.


Not only performance wise, but it would be hard to control where it rains in your map. It would be raining indoors as well. It would be nice if they can make a volume so you can use for building, house, etc for it not to rain indoors. If I remember correctly ut2004 had a volume to do that.



:)

Ok. I'm going to pull this in on Crucible. I may feature it in the Tues OGG event. Stay tuned...

Please, Hit me up if you do, id like to see how it plays with full server. Thanks! ;)
 

Cat_in_da_Hat

FNG / Fresh Meat
Dec 11, 2006
1,749
115
0
Had a great run on this map last night on the Aussie / NZ server. About 45 people at the peak, maybe more.

Personally I don't mind the uniform similarity. Just means you need to think more about what you are shooting at before pulling the trigger.

Love the flares.
 

G_Sajer

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

I load tested it on Crucible this morning. All seems well. Its now in the map cycle for voting. I will post the Tues map schedule later today, but I'm sure I'll include Otori. Some have already made inquiries about it.

My God, you can almost feel that rain and mud.

Best wishes,

Sajer
 
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[40-1]MORD

FNG / Fresh Meat
Jul 21, 2011
713
52
0
London
www.40-1.net
We played yesterday again on full server. First round finished after ~25 mins, second after over 20. American cap zones are very hard to defend in opinion of the players. They say they cant set up proper defence, no time for it and too much confusion where to go. Changing round time wouldn`t make the map more fun and IMO objectives should be redesigned a bit. There should be not so many bushes around them and maybe some defensive structures added. I think that above issues should be addressed in a first place. Just opinion.
 

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
We played yesterday again on full server. First round finished after ~25 mins, second after over 20. American cap zones are very hard to defend in opinion of the players. They say they cant set up proper defence, no time for it and too much confusion where to go. Changing round time wouldn`t make the map more fun and IMO objectives should be redesigned a bit. There should be not so many bushes around them and maybe some defensive structures added. I think that above issues should be addressed in a first place. Just opinion.

I'm tempted on moving the Axis spawns back a bit to balance things out a bit, and fortifying some of the caps. I'm also curious to see what type of feedback i get from RS/TWI team. Stay Tuned! ;)
 

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
Do you guys want me to switch to the IJA uniforms for now? Or should i just wait till the Betio is released and they'll automatically change in my map? Please let me know now before i release the next version this weekend...Thanks!
 

kräk1

FNG / Fresh Meat
Jun 13, 2013
42
0
0
USMC uniform suggestion - Otori Shima : Wake Island

USMC uniform suggestion - Otori Shima : Wake Island

A senior member responded to a thread I opened here

taking guidance from that;
[QUOTE=kr
 
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=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
This is definitely one of those maps that it takes a few plays to start to get your bearings and that is GOOD; it is challenging and that makes the map all the more fun to play. As Mike said tonight, right now you have it just about right in most places where the players decide the outcome, and not the map deciding.

Looking forward to the next version.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
Purely visual, but some of the shell holes on the sides of the hills have water in them and since they are on the slope, the water seems to defy gravity.
 

sanf

FNG / Fresh Meat
Feb 12, 2012
96
1
0
Germany
Just played it and its awesome.
Just 2 problems occured:
When others of us played it, the bots got stuck and didn't attack.
When I played it, the bots were brave soldiers but sometimes I heard the rain and sometimes I didn't. A friend had the same problem.
 

lazerBAR

FNG / Fresh Meat
Dec 19, 2009
219
6
0
Will you be adding wet uniforms in the next update? I think they would enhance the "feel" of the map being wet and muddy. :)
 

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
updated Sep 28, 2013

updated Sep 28, 2013

Changelog:


v3: Sep 28, 2013

- Cooked for new patch.
- Removed 1st cap ( Gimme cap)
Barracks is now 1st cap.
- Added new last Obj. (Intact Hangars)
- Added more debris in some area that looked empty.
- Adjusted some floating meshes.
- Removed some unnecessary foliage.
- Added more detail inside buildings.
- Added Fixed MG's for all caps.
- Most of the cover has been added. can now deploy MG's in most
areas.
- Added all necessary ladder volumes. Can now scale many
objects.
- Fix areas where you saw dark patches under water (ocean).
- Added more environmental sounds.
- Fixed where skybox was flickering after you got killed.
- Changed out Skybox mesh. smoother polys.
- Fixed lighting inside bunkers, building.
- Added blocking volumes where they were needed.
- Fixed Rain sounds ( I think :confused:)
-Adjust thunder and lightning activation timers.



Credit:

TWI & Rising Storm Team(AntiMatter Games)
Twrecks For the Name of the Map.
RGN - Raiders Game Net
Drecks
Moskeeto
=GG= Mr Moe
[40-1]MORD
VietViking
Marta
G_Sajer
kr
 
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lazerBAR

FNG / Fresh Meat
Dec 19, 2009
219
6
0
Hmm, still no wet uniforms? Well maybe for the next update.

Thanks for fixing the rain sounds, didn't like how it would cut out so much.