Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

Firebase Georgina (old)
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Update: 31 Jan, 2018 @ 10:45am

Version B1.5
Update-but-still-numbered-as-a-hotfix-because-it's-more-like-a-lot-of-minor-things

Changelog:

  • Moved the tree at south side of the rock cluster at A to the north side of the cluster
  • Removed sandbags on roof of C
  • Adjusted fallen trees at C so that players don't get stuck when walking over them
  • Added a sneaky-beaky gravity volume next to the E roof
  • Added more fallen trees and some rocks at C for PAVN MGs to bipod on
  • Added detailing around C, tunnel
  • Added window to south wall of L-shaped building on north side of E
  • Added bushes to southern end of the firebase hill's southern finger - now, instead of US sitting in F killing all PAVN who take the far flank of E and gaining overwatch on the route from F to E, the US will either have to commit forces to the southern finger to clear out the PAVN, or take the more covered approach to E through the western woods.
  • Added bushes to forests all around E and F
  • Moved RPG at E to new location, only accessible to PAVN - originally it was intended to give the PAVN help for the assault on F without allowing them too many RPGs early on in the map. However, as Americans could use it too, it was giving the US an advantage before it got a chance to help the PAVN. It was also easily abusable, since it was basically under an ammo cache.
  • Added paths around E
  • Adjusted various rocks, especially at E upper waterfall, so that players don't get stuck when walking over them
  • Fixed a collision issue with shooting an RPG at the E ammo box - for some inexplicable reason, the collision on the thatch roof asset extends about six inches lower than the visible material of the asset, so people would shoot at the firebase with the RPG and hit an invisible part of the roof right above them, causing splash damage to themselves.
  • Added paths from the village to the crops up the hill, to the road
  • Snuffed out candles, knocked over chairs, removed some fruit, added cart on path to road to make the village feel more abandoned
  • Added huts on either side of river just south of falls at E
  • Added more space in the woods on the flanks of E and F
  • Added some bushes in forest on flanks of E and F
  • Added detailing to the firebase, like paths, more interior objects
  • Added light sources for windows of enclosed buildings to make interiors less dark
  • Added a sniper's perch in a tree... somewhere...
  • Added CharacterPreviewActor - both sides will now have something to look at when doing character customization
  • Generally adjusted collisions to be less confusing
  • Added special blocking volumes at the holes in the wall at E - vaulting is possible from both sides now - projectile collision is unaffected
  • Added special blocking volumes to the tables in the mess hall at F - players should no longer get stuck on tables - projectile collision is unaffected
  • Added spilled rice meshes near ammo caches
  • Painted some wall meshes so that the paint is chipping
  • Renamed to 'VNTE-FirebaseGeorgina' for easier server compatibility
  • This is Beta Version 1.5, just without that in the map name. Fear not.

Thanks to UncleFester for the light build.

Update: 13 Dec, 2017 @ 7:40am

Version B1.4
Hotfix

Changelog:

  • Fixed vines being offset from their trees
  • Added plank ramps to both sides of C building roof, allowing both teams to use the roof
  • Added back sandbag wall on roof of C building, limiting view from the roof to the enemy spawn
  • Lowered upper bound of C objective so that players on the roof no longer count towards capture
  • Moved spawn protection that protects attackers at D away from objective, mainly on flanks, based on complaints of unfairness

Thanks to BeskarMando for the light build.

SWS Tool server download is no longer broken as of December 15th.

Update: 11 Dec, 2017 @ 7:41pm

Version B1.3 for real this time
Hotfix

Changelog:

  • Tried to fix issue where the SWS insists on downloading B1.2 onto servers even though it has no problem downloading B1.3 into individual players' caches. And failed. Because I don't know why. Screw you, Steam.

Update: 11 Dec, 2017 @ 8:05am

Version B1.3
Hotfix

Changelog:

  • Fixed collision on bushes and grass, so grass will no longer block bullets at the berm north of D
  • Improved frame rate when looking South from F by editing draw distances
  • Moved US spawns for C away from objective, so C should be slightly easier for the PAVN to take now

I will be pushing Version B1.4 shortly, which will fix broken pathing, fix some floaring grass issues, and fix tree vines being offset from their trees.

Update: 26 Oct, 2017 @ 10:24am

Version B1.2
Hotfix

Changelog:

  • Fixed missing material bug on the tunnel entrance at B
  • Entirely removed the radio track file to comply with the contest

This is the version of the map as entered in Round 1 of the Modding Contest.

Update: 25 Oct, 2017 @ 7:44am

Version B1.1
Hotfix

Changelog:

  • 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 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

Thanks again to UncleFester for the light build.

Update: 19 Oct, 2017 @ 7:09pm

Version 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

Thanks to UncleFester for the light build.

Update: 29 Aug, 2017 @ 8:51am

Version A3.4
Hotfix

  • Hotfixed for the 1.03 update. All ground textures should be fixed in A3.4.

Update: 24 Aug, 2017 @ 4:45pm

Version A3.3
Hotfix

Changelog:

  • Fixed an issue where the US spawn protection at F would fail to activate, letting the attackers spawn-camp the defenders. Spawncamping should no longer be possible. Let me know if you're still experiencing this issue.
  • Added a new post-processing setup to the burned area around objective B, so it looks very nice now. Very nice.

I think the next update is going to contain a lot of my light-build-requiring fixes, assuming I can motivate myself.

Update: 19 Aug, 2017 @ 8:58am

Version A3.2
Hotfix

Changelog:

  • Lowered maximum radio volume to 1 and minimum to 0, because apparently people don't like their Steve Winwood blasting at 200 decibels. Freaks.
  • Also, if I understand the meaning of minimum radio volume correctly, it should now decrease when you turn down the master volume. I hope.