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Beta Map RSTE-Yonabaru (Beta)

Great that you fixed the ladders and floating objects. I also look forward to seeing the new aesthetic because players also commented on how intense and bright the colors were, like an over-saturated photo.

My only remaining concern was the bunker at the last capture point. The sand mound part that faced the attackers the defenders could see out of and shoot through but attackers could not see them and return fire:

[url]http://i.imgur.com/evweaVD.jpg[/URL]

Here's what would happen when walking straight into the dirt mound in the last picture:

[url]http://i.imgur.com/vbk7M70.jpg[/URL]

The bunker also had some gaps:

[url]http://i.imgur.com/h1GGyXt.jpg[/URL]

As for switching to satchel objectives, I'll keep you posted after trying the most recent version. I think it may be a better idea because you had the last objective on the far left and all that awesome runway in the center and right that went mostly unused by both teams.

Again, though, excellent work. The maps you make are gorgeous and well thought out. Keep it up!
 
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I also look forward to seeing the new aesthetic because players also commented on how intense and bright the colors were, like an over-saturated photo.

It's very hard for me to find an appropriate solution for this issue. On my monitor it looks good but I have specific settings. It looks worse on the 2nd monitor but it is still in the OK level, nothing over-saturated.


Here's what would happen when walking straight into the dirt mound in the last picture:
http://i.imgur.com/vbk7M70.jpg[url]http://i.imgur.com/vbk7M70.jpg[/URL]

This bug should be fixed in B6. Just let me know if you find more "holes".
 
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Had a good second run on YonabaruB6 on the Bonzai server. First attempt the map crashed on H, but supplement that to where it crashed on 40-1 it appears to be like you said: a difficult random crash problem.

I spoke with Shiba and got the server log file of the crash on the Bonzai server. I hope it helps!

http://expirebox.com/download/4db94374374efaf370f588638cc91b8b.html
 
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There is a report about a balance from our server.

1. Many members are arranged by squad Leader1 and squad Leader2 too much.
A squadsman is not 15 people, and 12 people are appropriate
Or it's unique to arrange 5 squad Leader.
In that case, as for the number of squadsmen, nine people are appropriate

2. During capturing a C base, the U.S. forces are too defenseless.
I suggest that I increase the shielding which is available to U.S. forces

3. I suggest that I locate this to all Ammunition box to test "Destructible assets"
Very unique weapon. We have few opportunities to test the weapons.

4. After U.S. forces captured base F and base G, they destroyed base J (name: Depot) in only tens of seconds.
When U.S. forces capture a F base and a G base, the area they can move behind the base should be restricted.

5. "Satchel objective J (Name: Warehouse)" The object which can destroy should exist in a warehouse
It should not be located outside a warehouse

6. There is base I at the quite open place, so neither team can not enjoy itself.
I suggest that both teams place a lot of available shielding.

7. We cannot play for a long time in base D, base E.
Almost none of the city area wars appears in Rising storm
We want to do a city area war for a longer time.

The Japanese military was good at making the position that utilized a tunnel all over the Pacific War.
If you make base H, base I, base J or the right half side of the airport the facilities which utilized a tunnel, it may become your unique work.
It was proved in "SugarLoaf" which was your work that a technique to utilize your tunnel was splendid


We're very thankful for your wonderful achievement.
I represent a server and express the will of thanks.:):):D:):)
 
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There is a report about a balance from our server.

1. Many members are arranged by squad Leader1 and squad Leader2 too much.
A squadsman is not 15 people, and 12 people are appropriate
Or it's unique to arrange 5 squad Leader.
In that case, as for the number of squadsmen, nine people are appropriate

2. During capturing a C base, the U.S. forces are too defenseless.
I suggest that I increase the shielding which is available to U.S. forces

3. I suggest that I locate this to all Ammunition box to test "Destructible assets"
Very unique weapon. We have few opportunities to test the weapons.
Daihukus does have a point on the environment, make it more interactive, it adds a new dimension to maps.
4. After U.S. forces captured base F and base G, they destroyed base J (name: Depot) in only tens of seconds.
When U.S. forces capture a F base and a G base, the area they can move behind the base should be restricted.

5. "Satchel objective J (Name: Warehouse)" The object which can destroy should exist in a warehouse
It should not be located outside a warehouse

6. There is base I at the quite open place, so neither team can not enjoy itself.
I suggest that both teams place a lot of available shielding.

7. We cannot play for a long time in base D, base E.
Almost none of the city area wars appears in Rising storm
We want to do a city area war for a longer time.

The Japanese military was good at making the position that utilized a tunnel all over the Pacific War.
If you make base H, base I, base J or the right half side of the airport the facilities which utilized a tunnel, it may become your unique work.
It was proved in "SugarLoaf" which was your work that a technique to utilize your tunnel was splendid


We're very thankful for your wonderful achievement.
I represent a server and express the will of thanks.:):):D:):)

Great feedback, this is the dream of any mapper to get really detailed feedback, but I'd like to point out that Dewfen did not make Sugarloaf. That map ia probably the most immersive environment I've seen in rising storm. I have yet to play this (Dewfen's) map on an actual server, but I look forward to the chance to.
 
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Thanks for your feedback, some things are possible, some less. We shall see. Sugar made somebody else, as said above.

http://i.imgur.com/Sulw7wU.gif[url]http://i.imgur.com/Sulw7wU.gif[/URL]

Previous version also made the server crash. Same with Mayako but previous versions were more stable. I had to pull them both :(

After the release of B5, the map was played several times on your server, mainly in the reverse order (US as defenders). The map didn't crash a single time. However, it has started crashing later. I decided to spend some time on your server to investigate it and came to a conclusion. You run two campaigns (with and without custom maps) and you change it live, when your server is full. Whatever custom map is picked first results in a server crash. Not immediately, but after a specific period of time (less than 10 minutes). Once the server restarts itself, the picked map works without issue and all custom maps after that as well.

Yet there were crashes not related to this, I am aware of that. I looked into logs provide by Banzai server but didn
 
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Thanks for your feedback, some things are possible, some less. We shall see. Sugar made somebody else, as said above.


http://i.imgur.com/Sulw7wU.gif[url]http://i.imgur.com/Sulw7wU.gif[/URL]



After the release of B5, the map was played several times on your server, mainly in the reverse order (US as defenders). The map didn't crash a single time. However, it has started crashing later. I decided to spend some time on your server to investigate it and came to a conclusion. You run two campaigns (with and without custom maps) and you change it live, when your server is full. Whatever custom map is picked first results in a server crash. Not immediately, but after a specific period of time (less than 10 minutes). Once the server restarts itself, the picked map works without issue and all custom maps after that as well.

Yet there were crashes not related to this, I am aware of that. I looked into logs provide by Banzai server but didn
 
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:cool:

Can't say I've had any crashes with these maps on Crucible, but I don't run anything in campaign mode either. Crashes are fairly rare there , but when they do occur they are usually attributable to my .ini formulation or some file inconsistency. These things get corrected quickly. I can't point to any custom map and say this thing fails chronically. If any did, I would see the pattern in the logs and deal with it.
 
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[QUOTE=Defwen

After the release of B5, the map was played several times on your server, mainly in the reverse order (US as defenders). The map didn't crash a single time. However, it has started crashing later. I decided to spend some time on your server to investigate it and came to a conclusion. You run two campaigns (with and without custom maps) and you change it live, when your server is full. Whatever custom map is picked first results in a server crash. Not immediately, but after a specific period of time (less than 10 minutes). Once the server restarts itself, the picked map works without issue and all custom maps after that as well.

Yet there were crashes not related to this, I am aware of that. I looked into logs provide by Banzai server but didn
 
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I've noticed that custom maps are less likely to crash when running in Territory mode, however, using them in campaigns has caused several to be unplayable due to crashes.

So just as a request, please make sure you keep campaign mode in mind for compatibility while designing these.

That said, I still think that the crashes we experience on Yonabaru are random, as seen from Banzai, Bloodbath, to 40-1. Bloodbath still haven't gotten a crash on any other Defwen map at 64 players, though. So I'm quite happy about that.
 
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Today is second day when server is running custom maps but without Mayako or Yonabaru.
Server didn`t crash on first custom map today. Yesterday it didnt crash at all. Also its not correct that after first crash server doesnt crash at all (on custom maps). I monitor my servers via web admin very often specially when I know there are issues. Ill reinstall the server just in case.

I said not all crashes (on Yonabaru) are related to the "first custom map" issue.

So just as a request, please make sure you keep campaign mode in mind for compatibility while designing these.

All my maps are designed in the same way as are vanilla maps.
 
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I9e8z9Mm.jpg

RSTE-Yonabaru B7

[NEW] Second objective in the town (Name: Old Town)
[NEW] Some cinematic events

[UPDATED] Brightness & Lighting
[UPDATED] Some areas reworked
[UPDATED] Added more detail to multiple areas
[UPDATED] Optimization
[UPDATED] Some cinematic events
[UPDATED] Post-process volume re-added


[FIXED] Attackers (US Team) were unable to use Heavy and Naval Artillery
[FIXED] A few slots had wrongly assigned equipment
[FIXED] Pylon in the centre did not have proper values
[FIXED] Issue with a bunker at the airstrip

[REMOVED] Some cinematic events

And many other things.
New screenshots added to Steam Workshop. Feel free to check them out.

About the crashing issue:
There were some bugs, possibly unrelated, but still bugs that were fixed. Town area was optimized based on Saipan map (specific mesh settings).
I hope there is going to be an improvement. If your server crash with this map running, again, report it with as many details as possible.


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]
 
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I9e8z9Mm.jpg

RSTE-Yonabaru B7

New screenshots added to Steam Workshop. Feel free to check them out.

About the crashing issue:
There were some bugs, possibly unrelated, but still bugs that were fixed. Town area was optimized based on Saipan map (specific mesh settings).
I hope there is going to be an improvement. If your server crash with this map running, again, report it with as many details as possible.


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]
Thank you for performing the update that we looked forward to:)

As for the time when the Japanese armed forces call for bombardment, is it right in this?:confused:
http://steamcommunity.com/sharedfiles/filedetails/?id=620702555

I wish this is what you do not aim at

The Japanese military must wait more than 37 minutes to call for bombardment:IS2::IS2::IS2::IS2:

Is this bug?
 
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Will update the server with this and get back to you.

But which cinematic events did you remove? People were actually quite fond of them. The only one that bothered people was the one near the airstrip where a tank would roll along before being destroyed. Its engines were incredibly loud and no one could properly orient where the sound was actually coming from.
 
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Thank you for performing the update that we looked forward to:)

As for the time when the Japanese armed forces call for bombardment, is it right in this?:confused:
http://steamcommunity.com/sharedfiles/filedetails/?id=620702555[url]http://steamcommunity.com/sharedfiles/filedetails/?id=620702555[/URL]

I wish this is what you do not aim at

The Japanese military must wait more than 37 minutes to call for bombardment:IS2::IS2::IS2::IS2:

Is this bug?

That's how RO2 Artillery system works.

Code:
maptime (s) / no. of artstrikes = artillery time (s)
Axis side has 6x mortars and 1x heavy artillery.

Code:
M: 2260/6 = 376.6 s -> 6.3 min
A: 2260/1 = 2260 s -> 37.6 min
I may add more in heavy artillery in the future but don't count for something serious, maybe three or so but not more. The artillery is useless anyway inside the town.

Just FYI Allies:
M: 2260/6 = 376.6 s -> 6.3 min
A: 2260/4 = 9.4 min
R: 2260/2 = 18.8 min
 
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