VNTE-Con Thien

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PsychoPigeon

Grizzled Veteran
Mar 11, 2006
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In Unreal
In the rain, mud, and artillery, the U.S Marines and PAVN forces fight over the northern most outpost in South Vietnam - Con Thien, "The Hill of Angels", in close quarter combat and head-on assaults. Under daily bombardment the U.S Marines fortified this low but strategic hill that overlooks the demilitarized zone in an attempt to frustrate PAVN infiltration efforts into South Vietnam.

This is a close quarter and medium range 64 player infantry combat map. PAVN Players have to assault the firebase through fields of barbed wire using smoke and tunnels to give them an advantage over defenders. Both sides fight through a series of above-ground objectives as they ascend to the top of the hill where they will go underground to fight close quarter over a command bunker as the final objective.

This is the first version I'm releasing to test out gameplay, some areas might lack cover and detail. I'm looking for feedback on:

- General flow of the level, how does it feel progressing to the last objective.
- Spawn positioning.
- Areas that need more cover.
- Ammo supply and radio positioning.
- Immersion of the map, do you find the terrain to fight over interesting, what are your favourite and least favourite parts of the map.

Steam Workshop: Link

Direct Download: Link
 
Last edited:

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
Version 2:



- Added more cover and shell craters on the PAVN approach to objective A.
- Added more cover to objective A.
- Added an extra 2 Snipers and 2 MGs to PAVN.
- Reduced U.S MG role to 3 from 5.
- Reduced PAVN artillery cooldown to 3 minutes.
- Reduced round time to 26 minutes from 33.
- Increased U.S reinforcement time to 22 seconds from 20.
- Increased reinforcement points slightly for both teams.
- Fixed campaign round not ending
- Increased the brightness slightly for interiors.
- Removed many of the footpath decals that were causing FPS issues.
- Added blocking volumes to the underground bunker to stop players mantling through the ceiling.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
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In Unreal
For update 3 I'm working on making the map a little easier for the attackers, more defined routes into objective A through the barbed wire with added cover, and defining B and C objectives to create better battle lines.
 

PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
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In Unreal
Update 3 changelog:

- Reworked the approach to objective A, creating more line of sight block and changes to the terrain.
- Added more cover and detail to objective B.
- Added more cover and detail to objective C.
- Changed direction of the sun to be in the eyes of the defenders instead of the attackers.
- Moved up the Attacker spawns for objectives B & C.
- Increased round timer to 30 minutes.
- Reduced attacker sniper role to 3
- Overtime should now work for the final objective.

This will be the last gameplay focused update unless something critical comes up, I'm going to get to work doing all the final art and optimization to the map now which will be update 4.
 
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PsychoPigeon

Grizzled Veteran
Mar 11, 2006
1,303
392
83
In Unreal
Bit of an update:

I've art passed about 80% of the map and created a bunch of new props from scratch and reusing existing textures, including an M114A1 Howitzer to give the map some unique character. I hope to have the map completed soon, here's some screens in the meantime of my progress:

Link