Firebase Georgina
May 5th, 1970.
The Vietnamese dry season is coming to an end, and the monsoon winds of the rainy season carry cool, wet air from the sea to the highlands. On a small hilltop in Gia Lai province, an American platoon sets out from Firebase Georgina to patrol the area below.
This map features six objectives:
VNTE-FirebaseGeorgina
Version: B1
Direct Link: https://drive.google.com/file/d/0B0GL2LJG7wd3ZUJZQllSczU1Z2c
SWS Link: http://steamcommunity.com/sharedfile...?id=1105846762
B1 Changelog:
Thanks to UncleFester for the light build.
This map is in Beta. This means that the map could conceivably be called finished now, but I am not ruling out the possibility of further updates or fixes.
Images here:
https://imgur.com/gallery/2pprO
May 5th, 1970.
The Vietnamese dry season is coming to an end, and the monsoon winds of the rainy season carry cool, wet air from the sea to the highlands. On a small hilltop in Gia Lai province, an American platoon sets out from Firebase Georgina to patrol the area below.
This map features six objectives:
- A - Contact
- B - Burn Zone
- C - Ammo Cache
- D - Rice Fields
- E - Thac Nuoc Village
- F - Firebase Georgina
VNTE-FirebaseGeorgina
Version: B1
Direct Link: https://drive.google.com/file/d/0B0GL2LJG7wd3ZUJZQllSczU1Z2c
SWS Link: http://steamcommunity.com/sharedfile...?id=1105846762
B1 Changelog:
- Lowered radio volume
- Lowered water level in the river and in the irrigation trench so that nobody can crouch below the surface
- Added US Recon (with help from Tyler)
- Fixed terrain clipping through dugouts
- Fixed an issue where the ground materials of some dugouts appeared stretched
- Added 75 US tickets (600)
- Added 100 VN tickets (750)
- Reduced time by 9 minutes (36)
- Added ammo resupply for PAVN at A
- Moved PAVN spawn-protection volume at A closer to objective
- Added more concealment and detail in front of A for the PAVN
- Added some bushes and trees for concealment behind A for the US
- Added small amounts of cover to A and B
- Added terrain detailing everywhere: nowhere is completely flat and boring anymore
- Replaced grass meshes on rice-paddy separators with a more natural-looking, less performance-intensive mesh
- Fixed known floating objects - let me know if there are any I missed
- Added a tunnel system from B to C
- Added ammo resupply in the tunnel system for the PAVN as they attack C
- Added handmade trenches to the east flank of C
- Removed sandbag cover on the roof of C
- Added ammo resupply for PAVN at D
- Added ammo resupply for US at D
- Changed irrigation trenches at D to a handmade trench
- Made PAVN no-tunnel volume at F smaller - tunnels can be built closer
- Moved US no-artillery volume at F away from objective - tunnels will be more vulnerable
- Fixed the grass-LoD bug - after about eight hours of work, I finally made it so that no grass ever appears in the wrong Level of Detail for its distance. Ask me about this if you want an earful about Unreal 3. Jesus.
- Added detailing throughout the map, like small rocks, leaves on the ground, debris and the likes
- Removed decals at B temporarily until the IR system no longer causes them to turn the terrain black
- Added light to the tunnel entrance at B
- Replaced rocks near E that had no collision
- Fixed vines being offset from their trees
- Fixed ground materials taking up unnecessary space in the map's own package
- Replaced trench and tunnel materials to match the material used everywhere else
- Added light to interiors of bunkers at F
- Fixed missing material bug on the tunnel entrance at B
- Entirely removed the radio track file to comply with the contest
Thanks to UncleFester for the light build.
This map is in Beta. This means that the map could conceivably be called finished now, but I am not ruling out the possibility of further updates or fixes.
Images here:
https://imgur.com/gallery/2pprO
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