RS RSTE-Wake Island (Remake Pre-Alpha)

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Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
1,433
0
33
Falmouth UK
Personally I like the general look and terrain (although more detailing is needed to make it look as if actual people live in the villages).

Since there is not much detail on top of the hills, while there is long range shooting its not that difficult to find a sniper at the other end of the island. While the gully sort of terain makes it safe to walk forward where enemies cannot easily snipe you. (although of course a lot of this is due to the original bf1942 design)

I like the sort of dual front setup as well, however currently without an overhead map, and clear spawn selection its hard to pick the right spawn. However at times you can spawn at over 300meters to any of the objectives, I often don't mind a walk as it randomizes attack routes more but especially on lower player amounts like the 24 or so we had on the crucible it can make the map feel empty. Similarly some spawns are right on the objective you are supposedly attacking or taking, so the distribution seems a bit unfair there.

It might be good to look at spawn design and streamline it a bit more for now (while keeping the dual front setup), and if transport vehicles make it into the game perhaps try out the current design again.
 
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JanMz

FNG / Fresh Meat
Oct 23, 2013
62
2
0
I'm having the same textures issues puemobil posted in this thread.
Map downloaded via subscription in steam workshop.
 
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Thejakimo

FNG / Fresh Meat
Dec 29, 2012
53
1
0
I'm having the same textures issues puemobil posted in this thread.
Map downloaded via subscription in steam workshop.

Delete those files and unsub from tthe workshop thread, for some reason it has a texture issue. Then redownload the maps directly from this topic and all should be fixed.
 

G_Sajer

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

Latest version has been load tested and is in current rotation on Crucible.

Looking good. Objectives are now visible in the map tool.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Just played this with about 22 man on RGN. I don't think there is any spawnprotection on the map. As Japanese we suffered. And do you have a placeable volume for the Capzone ? They felt very small ?

I did see miraculous long shots... :rolleyes:
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
1,433
0
33
Falmouth UK
noticed some things

the first caps have spawnprotection issues
but even more so after the first cap has been taken, there is no advanced spawn for the attackers (until both first caps are in possesion), meaning you have to walk the same distance to the cap, while the defenders can spawn pretty close.

This means the attackers have extreme difficulties pushing forward.

Its very easy from the second set of capzones after the tips of the C shape, to look over the next section and kill people from there, it would be nice to perhaps make some big craters or tank traps. As there is more long range fighting in RS that people can take some cover.

Once the left side has been taken you need to take C first before you can take E this feels a bit strange if you are on the left side of the island.

The actual sizes of the capzones seems to be rather small, i know this was originally the case in BF1942 but in a RO game where you are so accurate at any range, it probably doesn't work that well, better to extend it to the entire villages.
 
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Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
None of the teams has spawnprotection. Attached a shot as Japanese behind the Allied Spawn.

You also could consider some mapbounds for the sea. I could walk a while underwater before I died.
 

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TheDarkAlly859

FNG / Fresh Meat
Aug 15, 2013
78
0
0
Oregon
This is the first time I've seen this played by others, and I'm actually quite embarrassed to see how it held up. Which it didn't, at all.
I completely missed the previous note about spawn protection, and didn't realize how broken this setup is. Turns out I have a very long way to go...

I was hiding out in the TS channel and picked up a ton of useful information, and I greatly appreciate all the feedback. I'll rework the map and come up with solutions in the meantime.
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
This is the first time I've seen this played by others, and I'm actually quite embarrassed to see how it held up. Which it didn't, at all.

Don't worry. One good advice never listen to all the comments while people play. It will make you go mad.

Anyway keep an eye on the playerstarts to. They are somewhat high so people break their leg during spawn.
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
1,433
0
33
Falmouth UK
always try to distill from comments what is causing people their opinions. The actual playground as stated first is good, the main thing is probably to take a good thought of how to setup spawns, protection volumes etc.

The second round went better, after the first 2 caps were capped with some luck, the second set went ok (at this point the axis could actually sort of spawn kill the us). The last E cap was never capped though, even though it was a good battle, you would simply die trying to be in the zone.
 
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Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Best to do is open a stock map and take a look on how most of the basics is done. Check for the objectives and its properties. Do the same for the spawnvolumes.

Your objectives needs a RoPlaceablevolume to define the caparea.
Your Spawns needs to be in a save area and needs spawnprotectionvolume.
You can also add a noartillery volume to the spawnvolume.
Spawna also need a reasonable distance to the capzone.
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
1,433
0
33
Falmouth UK
there was no artillery on the map either, might be nice to add that, and some radios (probably a radio in every capzone).

Similarly there were very few ammo resupply points.
 

TWB*JimMiller

FNG / Fresh Meat
Feb 15, 2008
146
13
0
Just played the map for the first time, so take my comments as such. The lighting is pretty good, a bit bright but not by much. Overall, it looks like a fun map. However, I could not evaluate the flow of the map as the axis were stuck at the first two caps. I believe this was because of very bad spawn placements. From the B cap I could see the axis spawning. The axis spawned so far off the ground that they would break their legs and be stationary targets ripe for the killing. When the axis were able to get behind B, then they occupied the allies spawn zone without fear.

I would say this map needs immediate fixes for the spawns before it can be fully evaluated.
 

Mikeedude

FNG / Fresh Meat
Apr 7, 2009
409
5
0
Penzance, cornwall
I wont add much to whats been said other than I played it before the event started and couldnt find any places to deploy my lmg(i tried quite a few).
Might be worth looking at.
The main other thing that worried me is that it took all of the team to cap either B or A, when we finally cap one ,what then?
The other cap is over 200m of deep water away ,unless you wait to die or suicide its not possible to get to the other side.
I'm not sure on the solution,maybe changing the spawns,locking the cap,or even opening C or D to capping after A or B has been capped?

Will be good to see how it plays after all the fixes.
 

gyps

FNG / Fresh Meat
May 5, 2009
822
73
0
I like the general concept however the map as it stands needs a bit more thought put into it, i agree with what the others have said

One open spawns where you can be shot not only from in front , but sidewise on too from the other side of the map so spawning can be a night mare ( poss ifx for this is rise a slight ridge on the lagoon sides of spawn so they can see straight/shoot in

two objectives might be good to consider advancing spawns so when you take one you get an advantage.

Three more cover in the shape of terrain changes and/or objects as it's very open to advance as axis where as the allies tend to spawn behind buildings on some of the caps mean they re-take caps easly
 

Colqhoun

FNG / Fresh Meat
Aug 26, 2013
13
0
1
Hello,

Thank you for yout work on this map. I saw a strange white line that i could follow until near the crates:

Spoiler!


There are two watchtowers at B. Maybe for gameplay balance you don't want them to be used when defending. It's like finding an open door and not be able to get out because of an invisible wall. Maybe you should find a broken stairway. It's so frustrating to see a solid stairway that you can't use :( :

Spoiler!


To add some covers maybe some double bends of sandbags on the roads would be a possible idea.
 

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