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VNTE_JungleRaid Alpha release/ Feedback

TylerE

Member
Jun 21, 2017
5
4
29
EDIT: This is an old post. The Beta Version has since been released which includes commanders, and better balance.


DOWNLOAD LINK FOR BETA:
https://www.dropbox.com/s/xvv2lq7ryp4fdjy/VNTE-JungleRaidB3.roe?dl=0








This is a map I have been working on since the SDK released. I have no prior experience with UDK but I am a seasoned user of hammer editor.

This map is a territory map based on a fictional location. It is ready for testing. The VC attack and there are 6 objectives. It really just needs balancing and testing.
I tried to integrate every good thing from the pre-existing stock maps into one solid map. Keep in mind as of writing this, this map has never been played on a server. However all the objectives, kismet, and spawns/spawn protection have been tested to work.

Please keep in mind the lighting is NOT final. ( I still need to add interior lighting to the buildings.)


What's left:
- Lighting
- Balance Tweaks
- More objectives
- Polish
- Radios and Commander Roles

Known Issues:
- Minimap is slightly misaligned

Preview: (The links give a steam warning because I copied this from my discussion post.)


Minimap:
https://ibb.co/gV8Wq5

Scenery:

https://ibb.co/nzqGOQ
https://ibb.co/iZNkHk
https://ibb.co/etoEA5
https://ibb.co/hLfGOQ
https://ibb.co/f5dQHk
https://ibb.co/dF9zck
https://ibb.co/edbCxk
https://ibb.co/noRjA5
https://ibb.co/bGZhxk
https://ibb.co/cFCD3Q
https://ibb.co/mTWHV5
https://ibb.co/eB6vHk
https://ibb.co/hMzROQ
https://ibb.co/mkhfiQ

DOWNLOAD LINK:
old link removed

NOTE: There are unfinished unfinalized areas. I also have not built the lighting but it looks very good even without shadows. I will be building the lighting soon. (Once I decide on the final lighting look and finish interior lighting.)

WHAT I NEED: Testing! Tell me what's unbalanced so I can adjust tickets, time or spawns.
What is planned for the future: More objectives, better balance, commander role and radios.

KNOWN ISSUES: - Minimap is slightly misaligned

CREDITS:
-Me
-BloodMalice (Admin of Bloodbath) Thanks for the help rigging objectives
-nymets1104 (Good video tutorials for the SDK.)
 
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Some feedback from the Aussie / NZ Good Gamers server.

"Jungle Raid again good map couple of things VC cant put down tunnels or traps on the ground they can only do it for the tunnels underground. The underground parts of the map are incomplete and can lead to either off the map (you fall to your death) or have no use what so ever the tunnels should have some sort of use or meaning as there are so many of them. On a final note some of the trees and landscape are not fully connected to the ground (this isn't a large issue just something I noticed)."
 
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Some of my feedback after playing this map a few times today:

1. Aesthetically the map looks amazing, lighting sort of brings back the RS1 vibe

2. Capture zones are diverse and well made imo (although I have only gotten as far as E and F)

3. There is an issue with tunnels, every time an objective is captured or lost, ALL of the VC tunnels become destroyed, this is very frustrating

4. Number of locations where the player can become stuck, for example roof of the A bunker

5. Defending on this map is far too easy, for example point C is notoriously hard to push because of the river acting as a moat

6. Which brings me to another issue, the time limit is far too short. Every time I've played the timer has ran out before all of the tickets were depleted. Out of everything that bugs me about the map, this is my biggest problem.

So yeah, overall it's an amazing map, really looks and feels fantastic.
 
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I like the change in obj, with C and D no longer being simultaneous. It really changes the gameplay, and ultimately makes sense with them being kind of far apart. On the very far left of C for Vietnamese it tries to tell you you aren't in the combat area, though. REALLY likin' this map! Updates are nice!
 
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There's an area south of E where you can go prone to get into a dugout under one of the huts. There's a table or wheelbarrow thing near the wall under there, got stuck between it and the dirt wall. Think it'd be fine if you moved it out from the wall a couple of feet.

Still a cool map, still a problem where the US can get up on that ridge outside of D and fire down into the obj but there's no way to get up there and clear them out.

Getting killed over and over from an area you can't enter yourself is very frustrating.
 
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AntleredCormorant;n2305314 said:
There's an area south of E where you can go prone to get into a dugout under one of the huts. There's a table or wheelbarrow thing near the wall under there, got stuck between it and the dirt wall. Think it'd be fine if you moved it out from the wall a couple of feet.

Still a cool map, still a problem where the US can get up on that ridge outside of D and fire down into the obj but there's no way to get up there and clear them out.

Getting killed over and over from an area you can't enter yourself is very frustrating.

This is a very old post. The map itself is much farther along.

Here's a workshop link:

http://steamcommunity.com/sharedfiles/filedetails/?id=1137887233
 
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