• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Beta Map RSTE-Yonabaru (Beta)

I know you all have been waiting for this update and today I can finally say, it's here. B5 is available on Steam Workshop and my site as usual. Special thanks to TWrecks for his magic.

[NEW] Cover nodes, bipod deploy, mantle and climp up abilities
[NEW] Interiors for all buildings/shacks
[NEW] Surrounding areas
[NEW] ROVolumeNoArtillery for all spawn areas
[NEW] RSWaterVolumes for all FluidSurfaceActors
[NEW] Additional textures for all objectives

[FIXED] Culldistance settings
[FIXED] Some spawns did not deactive when they should (Kismet issue)
[FIXED] Map Boundary volume was too agressive
[FIXED] FluidSurfaceActors had wrong values
[FIXED] Wrong collisions of some static meshes

[UPDATED] Post-Proccess effects
[UPDATED] Radio placement revisited and locations adjusted
[UPDATED] Ammo supply placement revisited and locations adjusted
[UPDATED] Overhead map updated to reflect all changes
[UPDATED] First area now allows easier flank maneuver for the attackers (US team)
[UPDATED] All objective's areas revisited and updated
Performance:
Several things were done to improve map's performance (and file size), namely Light Map Res for static meshes outside playable area and surfaces adjusted, static meshes far away do not cast shadows, terrain's Static Lighting Resolution was reduced and object draw distance was adjusted.

Map's original design has been kept to allow effective flanking maneuvers.

Please report any issues.

Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=471044192[url]http://steamcommunity.com/sharedfiles/filedetails/?id=471044192[/URL]

Direct download: http://defwen.com/ro2rs_maps/[url]http://defwen.com/ro2rs_maps/[/URL]
 
Upvote 0
:D

Super. As long as it's Sunday and since Def has been working his tail off making us fun stuff to play with, I'm going to highlight his maps this afternoon.
Starting at 2pm EST I'll run this new Yonabaru along with the rest of his RSTE work for a couple of hours on Crucible by themselves. Hopefully folks will come in and enjoy his work.

Best wishes,
 
Upvote 0
Updated on our RS server. I noticed a very unusual thing - everything gets blurry in a distance of approximately 100 m. It gets clear in iron sights. Is it a feature or bug?

Good you notice that. That's Depth of Field and Post-Process volume has most-likely too aggressive value. As a temp fix, you can disable it in the game settings (Depth of Field). I don't use it thus I didn't notice it. I'll fix in the next version.
 
Last edited:
Upvote 0
Please add one radio that can be used from the beginning to the United States Army.
They will not be able to request a reconnaissance aircraft and shelling If do not take the A bases.
The radio is ideal to be located in the building.
The radio must be in the place that is not shot in knee mortar.
US military will start from too unfavorable state in this state.
Japanese troops can request a reconnaissance aircraft and shelling from the radio of a safe rear bases
 
Last edited:
Upvote 0
Please add one radio that can be used from the beginning to the United States Army.
They will not be able to request a reconnaissance aircraft and shelling If do not take the A bases.
The radio is ideal to be located in the building.
The radio must be in the place that is not shot in knee mortar.
US military will start from too unfavorable state in this state.
Japanese troops can request a reconnaissance aircraft and shelling from the radio of a safe rear bases

There is a radio near initial attacker's spawn points, behind a big rock.
 
Upvote 0
Upvote 0
RSTE-Yonabaru B6 :cool:

Spoiler!


[NEW] More camera view points
[NEW] Added 10s delay to all spawn zone activations to provide more time for defender's fallback
[NEW] Ambient sounds added
[NEW] Satchel objective H (Name: Zero)
[NEW] Satchel objective I (Name: G3M Bomber)
[NEW] Satchel objective J (Name: Warehouse)
[NEW] Three Engineer slots
[NEW] Destructible Mini-Objectives near the airstrip
[NEW] Events
[NEW] Ambient artillery
[NEW] Unified beta screen warning
[NEW] Destructible assets added to objective C (Name: Town's Outskirts) for testing purposes
[NEW] HMG functionality

[CHANGED] Brightness decreased by 0.4
[CHANGED] Post-process values
[CHANGED] All debris meshes have no collision to provide more fluid movement
[CHANGED] Guard towers inside Objective G (Name: Military Barracks) replaced by working ones
[CHANGED] Railway has no collision now

[FIXED] Floating objects
[FIXED] Player could not mantle through ground-level windows
[FIXED] Some meshes had no collision
[FIXED] Player could see through some craters
[FIXED] Ladders work as should

[REMOVED] Objective H (Name: Airstrip)
About events:
Events are actions triggered by player's activity. Their purpose is to make some cinematic and memorable experience for the player. Events were made using combination of Kismet functions and/or Matinee. The map has reached the status where I can experiment with this kind of stuff. They might not remain there for a long, depends how I like them. Enjoy these experiments while you can ;)

About Airstrip objective:
Single objective was replaced by three satchel objectives. It's up to you and your feedback what you like more. This was the original idea but it can be reverted if hated. Your decision.


Steam Workshop: http://steamcommunity.com/sharedfile.../?id=471044192[url]http://steamcommunity.com/sharedfile.../?id=471044192[/URL]

Direct download: http://defwen.com/ro2rs_maps/[url]http://defwen.com/ro2rs_maps/[/URL]
 
Upvote 0