RS [wip] RSTE-Makin

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Twrecks

FNG / Fresh Meat
Dec 28, 2011
1,241
10
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Ventura, California
Thanks.


The tank Barrier (palm log fence) was easy. Modified the log wall from RS defenses to suit. The trenches took some effort.


Been playing with the idea to do a group of palms as a single mesh with some serious LODs, mainly to reduce draw calls and fill in areas in need of dense growth. The RS assets are already there, just need to rip and remix.


I gotta say, the work Beskar has been doing is great. Looking forward to the beta.
 

Beskar Mando

Grizzled Veteran
Dec 13, 2014
1,574
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Baltimore, Maryland
steamcommunity.com
Thanks.


The tank Barrier (palm log fence) was easy. Modified the log wall from RS defenses to suit. The trenches took some effort.


Been playing with the idea to do a group of palms as a single mesh with some serious LODs, mainly to reduce draw calls and fill in areas in need of dense growth. The RS assets are already there, just need to rip and remix.


I gotta say, the work Beskar has been doing is great. Looking forward to the beta.

Mesh Placement is done, the terrain (not painting wise) has been finished, progress is been, slow, especially with other work lately, I plan on revamping my efforts with the rs vehicle project, in fact I've gotten the code base code done for a Ho-Ha transport, and a Daihatsu & LVT, and slowing this project down a bit. If possible TWrecks, would you be interested in taking over for a bit? The main thing that has bugged me is the lack of density in the palms and foliage. If I remember correctly it was impossible to tell from the air if there were buildings or not because of so many trees.
 
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Beskar Mando

Grizzled Veteran
Dec 13, 2014
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Baltimore, Maryland
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Got it :tup:

Like what you've done, and you've done a lot :)
I'll try not to let it sit too long before picking up the torch.

Alright good to know :) I might end up revising part of the construction area, I had the idea of semi-complete concrete buildings, similar to Grain Elevator's except not that tall, the first cap is basically done, minus small decos & MGs. The second/third (the small wharf) cap needs a little bit of revision. I'm still debating whether or not to keep the middle defenses, it seems out of place. (By middle I mean the concrete w/ camo net buildings/bunkers.) The other middle cap could use some love, so do most of the interiors of the buildings, and especially with the last defenses (which I'm not sure if we should implement or not.)
 
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Twrecks

FNG / Fresh Meat
Dec 28, 2011
1,241
10
0
Ventura, California
Nice job Twerck!

Txs, been called worse :p

Beskar has done most of the work.

Regarding caps, taking the entire defesive zone is important. Therefor 6 paired caps. The Axis will have a hard time not being pushed back on the last two bordering the East Tank Barrier. These are their last resupply points, and fixed defenses are all pointing the wrong way! We'll examine these to give em a fighting chance. Don't want a instant steam-roll after the west barrier falls.

The middle caps have the bunkers, and King's warf. Both have defensive strengths giving them unique gameplay to be exploited from a mapping perspective. Don't want the map to feel repetitive, each cap deserves it's own flavor. The assets pending will add to it. No one playing this map will feel "been there, done that".
 

Beskar Mando

Grizzled Veteran
Dec 13, 2014
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Baltimore, Maryland
steamcommunity.com
Really small update...
rNa2aBH.jpg

Didn't have much time, did a lot of touch ups with terrain and mesh melding, as well as aligning everything properly to the ground.
Plan on blowing things up later on, the overall picture will look more like those burning oil tanks.
 

Twrecks

FNG / Fresh Meat
Dec 28, 2011
1,241
10
0
Ventura, California
Sweet idea.
You could have the camera follow the Hellcat, so every everyone gets a short birds-eye view until just after he releases the bomb. Then back to 1st person and the bomb goes off! All initial player starts are pointing towards the impact crater :)