• 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/
  • Weve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


    We've incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We've added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



    For more information about our privacy practices, please review the new Privacy Policy found here: https://tripwireinteractive.com/#/privacy-notice

VNSU-CuaViet

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,284
366
83
In Unreal
Story

The ARVN 1st Division and local Viet Cong forces fight for control over the white sandy beaches of the Cua Viet along with its picturesque rice farms and villages, in northern Quang Tri Province. Players will find themselves in a large, immersive, painstakingly hand-crafted landscape that features new props and landmarks. In addition, there's a new gameplay feature that changes how Supremacy is played with teams now able to spawn on their most forward captured objectives, creating more tug-of-war battles and a feeling of progression as both teams fight their way through the map with the goal of encircling their enemy home base.
Forward Spawning

For those interested, this is how the spawn system works for Supremacy in this map. The spawns are tied-in with the objective links, so your most furthest objective that is still connected to your Home Base will have a spawn attached. This spawn has a volume around it that will deactivate the spawn if an enemy troop enters, and the spawn will fallback to your second most furthest objective and so on. When the enemy leave the volume and you still control that objective it will reactivate the spawn again. This ensures that objectives are contested over in a fair way and not impossible to take.

Each team still has a spawn at their Home Base which is activate throughout the whole game, just in case they need to defend it or they have no other spawn options. This is a back up spawn only to be used in certain circumstances while the forward spawns keep players in the action.

Forward spawns are dangerous, and it's something players will have to learn to use wisely. They are susceptible to air and artillery attack just like squad leader or tunnel spawns.


Downloads

Direct Download: Link

Steam Workshop: Link

Screenshots Link
 
Last edited:

oakts

FNG / Fresh Meat
Jul 10, 2017
18
4
0
23
Looks cool. I see some custom assets. The spawn system should be interesting too.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,284
366
83
In Unreal
Yep - modelling a church as we speak. I made some small custom assets using existing textures, log piles, water well, fence, crouch-high rice walls for the fields and I'll probably model some low poly LST ships to have moored on the beach unloading supplies.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,284
366
83
In Unreal
I imported the Rising Storm LST and it looks ok, I guess it would save me some work and I can get the map out quicker. I've nearly finished the Church and I will post some screenshots over the weekend.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,284
366
83
In Unreal
I made some progress with the church, the side walls are finished and what I have left to do is the back wall, and front area which also includes the church tower that players will be able to climb up into and use as a sniper position that overlooks the ricefields and villages. Should be a lot of fun shooting at helicopters flying past!

 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,284
366
83
In Unreal
Haven't seen you in a while! I should put a cheeky dshk somewhere you're right, there's not much highground and normally I like to let players use it against infantry too so I'll have to think about it
 

NorthDumpling

Grizzled Veteran
Jul 13, 2013
1,043
39
48
22
Russia, Saint-Petersburg
If you are planning on adding DSHK, would be lovely for it to have as much cover around it as possible without obscuring the vision, just so the shooter doesnt loose his head right away.
Or perhaps if it has cover, it could use some blind spots for enemy infantry to sneak in.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,284
366
83
In Unreal
I've been away for a couple of weeks, I'm back now and have started on the damage pass on the Church objective, also adding gameplay and detail. This was definitely a larger task than I thought it would be but it's good modelling practice.

Spoiler!
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,284
366
83
In Unreal
This weekend I've been working on the facade, creating new meshes and arranging composition. Something I'd like to achieve with this map is to create a believable boundary, I want the gameplay area to blend into the edges of the map and make it look like the landscape goes on beyond what the player can see. There will be a large air space for helicopters to fly without worrying about red screens, if they want to break contact and try approaching from a different angle I want to give the pilot that option.

 
Last edited:

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,284
366
83
In Unreal
  • Like
Reactions: Beskar Mando

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,284
366
83
In Unreal
Just a quick update: I did a review of my work and there were some areas that need improvement before I release - I'm in the process of wrapping up the project and doing final play testing.
 
Last edited: