• 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

VNTE-DaNang

Beskar Mando

Grizzled Veteran
Dec 13, 2014
1,560
59
48
Baltimore, Maryland
steamcommunity.com
VNTE-DaNang
GameType: Territories
Objectives: Four
Objective A: F4 Phantom Repair Hangar
Objective B: Supply Dump
Objective C: F4 Phantom Docks
Objective D: Control Tower
Environment: United States Airbase
Lighting: Morning Overcast
MapSize: Small-Medium
Southern Faction: United States Army
Northern Faction: Viet Cong

VNTE-DaNang Update, Version 6.

  • Image Album: https://imgur.com/a/eY0pU
  • Direct File Link: TBD
  • Steam Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1138084341
    • Changes:
      • - Added Post Processing
      • - Adjusted Lighting
      • - Adjust Fog
      • - Added Details to Last American Spawn (Southern)
      • - Added Misc. Details on the Outside Playable Areas
      • - Added Misc. Details on Inside fo the Playable Areas
      • - Removed Accidental BSP Volume on one of the OilTanks near Alpha
      • - Finished Fencing off areas
      • - Added SandBags to Fenced Off Areas
      • - Added Exterior Reverb Volume
      • - Added Debris in places (In Hangar Area(s) it is temporary)
      • - Overhauled Delta Objective
      • - Added Multiple F4 Strikes
      • - Added Ambient B52 Flyovers
      • - Added AC47 Strike
      • - Added Ambient Artillery (Will be expanded upon)
      • - Added Flickering Lighting & Dynamic Lighting (will add lense flare later)
      • - Overhauled Southern Exterior of the map (non-playable area)
      • - Moved First US Spawn closer to Alpha to promote more fighting in and around the Alpha Objective
      • - Added Dynamic meshes
      • - Added Exterior (outside playable area) trench lines, Bunkers and Howitzers
      • - Updated Custom meshes with lightmaps and smoothing groups (Thanks Nitronik)
      • - Updated Custom Cargo Container PH Mesh
      • - Adjusted Various Cover in certain places
      • - Added more details to Northern Flanks (F4 Docking Area)
      • - Overhauled Delta Objective, now much larger and can be flanked.
      • - Adjusted Air Raid Siren to a quiet ambient noise at the beginning of the map.
      • - Adjusted Dirt Terrain Texture
      • - Added More Destruction
      • - Overhauled ATC Tower
      • - Added various structures along the Playable Area's edges
  • Notes
    • Known Complaints:
      • - Roof of Delta isn't populated
      • - Second floor of Delta isn't populated or has internal lighting
      • - One part of the stairwell's cieling to the tower has a default material
      • - Audio for one of the matinees is not playing properly
      • - Some of the Planes are not hidden at the end of matinees and "hover" on the edge of the map
    • Looking for:​​​​​​
      • - General Performance (need to know if it needs a major overhaul)
      • - Performance during Matinee's (Cinematics)
      • - Current Flow, Play & Balance on Alpha & Delta Objectives
      • - General Feedback on Cover
      • - Feedback on Time & Reinforcements
      • - Feedback on Spawn locations
      • - Areas on the map that need improvement visually or Gameplay wise, or lack detail consistent with other areas
      • - Feedback on Far Flanks (Docking Areas (North) & Hooches (South) )
http://imgur.com/a/CMg3q (old images)
http://imgur.com/a/FdriL (old images)​
 
Last edited:
  • Like
Reactions: Djembe

Djembe

FNG / Fresh Meat
Jul 9, 2017
20
1
0
Got to play not nearly enough of this one today, such a blast!! Can't wait to play more!
 

Beskar Mando

Grizzled Veteran
Dec 13, 2014
1,560
59
48
Baltimore, Maryland
steamcommunity.com
Cinematics test on DaNang (as well as new lighting)

You may hear me sniffle because I had a cold, as I forgot to mute my microphone.
The new WWise Audio system with Matinees is very very picky and prone to issues there should be constant artillery sounds and explosions however the Akevents aren't playing.
 
Last edited:

Beskar Mando

Grizzled Veteran
Dec 13, 2014
1,560
59
48
Baltimore, Maryland
steamcommunity.com
powerbits;n2305287 said:
looks realy nice
Thanks. Sorry about the delay, I know I said I'd have one out about a week ago, but I felt a lot of stuff needed to finished first. Currently, I'm finishing up overhauling the Delta (ATC Tower & Building) this evening and building the lighting tonight. Should have an update tomorrow morning if all goes well.
 

AntleredCormorant

FNG / Fresh Meat
Jun 20, 2017
99
14
0
48
Couple of suggestions for the A Hangar -

1. Hole in roof & a catwalk/ducts so there's a way in that's harder to defend. The siding in general could be more like Swiss cheese.
2. The burning barrels are neat and make for a permanent smokescreen, more of that would be cool. A fire in the hangar itself would be crazy.
 

Beskar Mando

Grizzled Veteran
Dec 13, 2014
1,560
59
48
Baltimore, Maryland
steamcommunity.com
AntleredCormorant;n2305973 said:
Couple of suggestions for the A Hangar -

1. Hole in roof & a catwalk/ducts so there's a way in that's harder to defend. The siding in general could be more like Swiss cheese.
2. The burning barrels are neat and make for a permanent smokescreen, more of that would be cool. A fire in the hangar itself would be crazy.
Will look into it.
Opening Post has been updated to reflect an update that came out 15 days ago, forgot to update this thread.