VNTE-TayNinhProvince WIP/Feedback

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Dr_Sandvich

FNG / Fresh Meat
Jun 24, 2017
15
2
0
25
Hi all

VNTE-TayNinhProvince is a territories map that takes place during Operation Attleboro in Tay Ninh Province.

The aim of the map is to try and capture the wide open areas of the operation mixed with the somewhat sporadic clusters of tree lines that US forces encountered during their sweeps looking for Viet Cong.
At the moment the map is in very early Alpha and areas of it are subject to change as performance and gameplay still need to be tweaked. If you have any feedback you would like to share about the map please feel free to post below as I would love to hear it.

Check the map out here: http://steamcommunity.com/sharedfile.../?id=972644127

http://i.imgur.com/Re2vzN1.jpg

http://i.imgur.com/q90iLi2.jpg

[url]http://i.imgur.com/hBROcjF.jpg


http://i.imgur.com/TLfBFQ1.jpg

http://i.imgur.com/3YFB5Vb.jpg

http://i.imgur.com/HsRtMfY.jpg[/URL]
 

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Dr_Sandvich

FNG / Fresh Meat
Jun 24, 2017
15
2
0
25
Version 2 released

Change log:

Most of the tunnels in the map are now populated with items such as crates and tables as well lights in areas.

Bushes now no longer clip through tunnels blocking paths.

An extra room has been added to ammo dump near D.

An overhead map has been added allowing players to no longer get lost in the wilderness of Vietnam.

The capture time on the last objective has been extended.

Bunkers at the last objective no longer fade out of view for the attackers.

The combat zone has been changed so players can no longer run out of the map

The jet animation has been scripted to start a few seconds after A & B have been captured and has also been slowed down.

Spawn protection near C & D have been moved around.
 

Dr_Sandvich

FNG / Fresh Meat
Jun 24, 2017
15
2
0
25
Version 2.3 released:

Tunnels are now fully lit in areas that have room for objects.

Support beams have been added in to hide clipping and lighting issues that could be seen in tunnels, as well as to help break up long repetitive sections.

Crates and other objects have now been added into tunnels to break up areas and provide cover during firefights.

Character preview models for both US and NVA forces have been placed into two different areas with backgrounds to fit the theme of each army.

A radio has been added to one of the tunnels under the market area near objective D.

Two ammo supply points have been added into tunnel areas around the map.

Map time has been increased to 40 minutes.
 

Dr_Sandvich

FNG / Fresh Meat
Jun 24, 2017
15
2
0
25
Version 2.4 released:

Two new objectives have been added to the start of the village along with two new spawns for each side. The new objective will appear between A & B and the old locations of C & D.

The recon cooldown timer for the US has been reduced to 140 seconds from 300.

Map bounds and spawn protections have all been tweaked and enlarged to stop players from sneaking behind spawns.

The F4 animation that plays during the match is fixed so that it is no longer seen floating in the sky each end of the map before and after it starts.

The sound volume for the map now has a priority of 1.
 

Dr_Sandvich

FNG / Fresh Meat
Jun 24, 2017
15
2
0
25
Version 2.5 released:

Fixed an issue where the US team could not attack the last cap due to spawn protection stopping them from using weapons.

Fixed a bug with the last objective that enabled E & F, now E & F are no longer allowed to be captured when G is enabled.

Fixed Spawns from C & D from showing when E & F are enabled.
 

Dr_Sandvich

FNG / Fresh Meat
Jun 24, 2017
15
2
0
25
Version 2.6 released:

Changed the draw distance on grass and removed the ability for them to cast shadows

Changed the cull distance volume to help improve fps
 

heathen

FNG / Fresh Meat
Sep 26, 2016
17
0
0
43
I'll get that added to the server and give it a test asap, love the look of the map. That sonic boom is awesome :)
 

Dr_Sandvich

FNG / Fresh Meat
Jun 24, 2017
15
2
0
25
Version 2.8 released:

Added tunnels between E & F and G to help the US team advance towards the last point
Added an ammo supply point and radio into the new tunnels between E & F and the last point
Added hills and trees into the background of the map to make the area feel more immersive
 
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AntleredCormorant

FNG / Fresh Meat
Jun 20, 2017
99
14
0
48
There's a hut just across the stream approaching C from the SE, it's in the NW corner of F5; it's not solid. You can run through the walls.
 

Dr_Sandvich

FNG / Fresh Meat
Jun 24, 2017
15
2
0
25
Version 2.8.1 released:

No tunnel volumes have been added to objectives under US control, meaning that the VC can no longer spawn behind US lines
Added reverb volumes to the tunnels under the map
Changed the sounds of the airstrike animation to in game sounds, meaning that eardrums will no longer be burst by the sonic boom
Moved the VC spawn further back at the last objective, also added trees to help prevent VC players getting shot at spawn
Added colliders to huts that players could walk through
 
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Cat_in_da_Hat

FNG / Fresh Meat
Dec 11, 2006
1,749
115
0
This map has crashed the Aussie / NZ server a few times. But not consistently. Below is the part of the log relevant to the crash. Cant seem to get a reply from TWI on the crash but I thought you might want to take a look since it has happened a few times while playing your map.

Am using the Hotfix version.
 

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