VNSU-HueCity_Redux

  • 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

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,294
386
83
In Unreal
7F01AF924744AFD0CCF14FD592B5DD76DBE3E58D.jpg


This is a completely revamped Supremacy Hue City, allowing both teams to push and pull through the entire map using the Territory layout of objectives, plus some new additions.

For balance reasons a new objective has been created on the U.S side of the map, giving each team 3 objectives within their own half, divided by a central objective (the Citadel wall). The Citadel wall has been modified, with more room on the northern approach to flank around it, hopefully this will alleviate some of the pressure for the U.S team normally associated with this bottleneck.

Objectives within a team's half of the map enable forward spawns upon capture, D also enables forward spawns for the team that captures that objective, giving them a boost for invading the other half of the map, this makes objective D a crucial point. These spawns also enable/disable based on enemy proximity, so there is no threat of spawn killing or red screen interference and gives attacking teams a chance to push the defenders back.

I've also done a little more optimization on the level, and slightly reduced the number of RPG/LMG/M79 roles to lessen the spam.

I'd like to thank ETucc and Bloodbath for hosting a Supremacy server and giving feedback, as well as bringing attention to SU Hue.

Workshop Link: https://steamcommunity.com/sharedfil...?id=1664499392

Direct Link: https://www.dropbox.com/s/1lni3xhjglurido/VNSU-HueCity_Redux_v3.rar?dl=0
 
Last edited:

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,294
386
83
In Unreal
Updated to v2:

- moved the U.S homebase spawn to be directly behind their objective.
- Removed a forward spawn and pushed back the spawn that activates when you capture objective D, I hope this lets players find gaps in the lines more often.
- Shortened the citadel wall objective cap zone. (it was just too large and I want to see if making it smaller centres players more and allows flanking around the objective itself.)

Thanks for the feedback.
 
Last edited:

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,294
386
83
In Unreal
Updated to v3:

- Added new objective and area South of the citadel gate.
- Removed forward spawn for VC, increased forward spawn location for Marines to help fight against tunnels.
- Added a no tunnel volume to the U.S side of the map, anywhere past the citadel wall on the U.S side is off-limits to tunnels. This is to help balance because the U.S have no hueys.
- Tweaked points per objective.