Ravenfield

Ravenfield

[EA25] [COD] Scrapyard
25 Comments
Nietabs 26 Jan, 2022 @ 5:32am 
Bots walk through walls, ea26 issue. rip no future updates
Game? More like Grift. 1 Oct, 2020 @ 11:53am 
Voila!
Game? More like Grift. 1 Oct, 2020 @ 10:53am 
No rush, the trash bin(s) you can fix, the crate on roof issue SR has to deal with. It's a problem on most urban maps. It was just funny when I noticed it because I popped two beside the floating bin but was hunting around like Where De Fawk is this last one!? Then I noticed it on the trip of the roof edge. And in case I didn't explain it well the wheelie bin that trapped the bot is also by the floating dumpster, near the forklift.
SudoName  [author] 1 Oct, 2020 @ 10:35am 
i'll check it out, almost done with halloween map
Game? More like Grift. 1 Oct, 2020 @ 10:33am 
I just noticed there is a floating dumpster (grey beside a larger open trash bin (red) in front of the little 55gal barrel loading building. Also saw a few funny things. In SpecOps it will spawn/trap guys behind a little wheelie trash bin and ammo crates spawn on the roof heh.
Game? More like Grift. 25 Sep, 2020 @ 2:02pm 
It's #1 good baked is now working cross platform but years ago I requested TOD (Time Of Day). Instead SR "baked" in only 2 lighting options day/night, crippled them both and now because they suck everyone bakes and has to make separate maps for each TOD change...technology is supposed to make things easier but it seems most devs just try to make things harder...

So with the mini rant away you should nag SR to build in the ability to bake in dawn, dust, noon, evening and night so you can export once and hit all the bases.
SudoName  [author] 25 Sep, 2020 @ 1:57pm 
The reason Night Mode doesn't work anymore is because I switched the lighting to Baked. All lighting information in the map is rendered and saved to the map itself. The map originally used Realtime lighting, which made Night Mode work because your computer would handle the lighting and the information would not be saved to the map. Baked lighting offers better performance and I never intended on making this map Night Mode compatible.

If there's interest, I could make a Night Mode version of Scrapyard, but for now, I'm busy working on my other projects.
Green Phoenix 25 Sep, 2020 @ 12:52pm 
cna you make that when night mode is actived. it make nvg can be usefull like before?, after the map updated using nvg basically a permanent flashbang
Game? More like Grift. 25 Sep, 2020 @ 8:04am 
NP, just thought it was funny when I walked in and had this "wtf everything is blasted out white~" moment and realized the intensity of that light source was just super high. Thanks for the map!
SudoName  [author] 25 Sep, 2020 @ 7:23am 
thanks for letting me know, will tone it wayyy down
Game? More like Grift. 25 Sep, 2020 @ 5:36am 
There is an upstairs office and the hanging light up there is set to "SUN" hoo dogey that things intensity is cranked! heh
Pro_Prophet 28 Aug, 2020 @ 8:20am 
and my ai teammate is so stupid ,every time i respawn raven can kick my butt first.
ryles 27 Aug, 2020 @ 10:16am 
duuude i love this port, good job
EboneLJackson 27 Aug, 2020 @ 8:20am 
Whatever update you did yesterday was amazing. I've never seen such good pathfinding on a ravenfield map. Literally felt like the bots were hunting me down and understood different ways to get to my position. Great map and implementation
RelaxGamer 27 Aug, 2020 @ 5:03am 
nice:steamhappy:
Fried Children 26 Aug, 2020 @ 7:59pm 
This is awesome, great job. Would you consider doing a Clean House map from MW 2019 for Spec Ops?
TurbulentTurtle 26 Aug, 2020 @ 5:08pm 
Everyone on that last photo
nice
matt 23 Aug, 2020 @ 4:26pm 
cold scrapyard
Plucky =2098= 23 Aug, 2020 @ 2:57pm 
I jumped in real quick to check out the changes. Barriers and corners I checked had very precise hitboxes. Thank you for the fixes, as well as the optimization.
SudoName  [author] 22 Aug, 2020 @ 10:56pm 
The great collision update is here! Redid the terrain as well 'cause of reasons. Probably won't notice the new terrain since I also scattered a bit too much grass in the middle of the map. Also slightly optimized the map. Went from 17MB to 14MB, yay!
Nikawlos 21 Aug, 2020 @ 11:23pm 
Nice map with appropriate object scales. And I found similar problems that Pluchy =2098= had mentioned. Some objects in this map don't have hit box, I think u just forgot to set colliders to those objects... (e.g. some buildings' walls are without box colliders.)
webking321 21 Aug, 2020 @ 2:27am 
Oh yes... finally! MW2 MAP LETS GO!!!!!
Plucky =2098= 20 Aug, 2020 @ 10:38pm 
Really nice map, especially for your first. Looks so well done and I had a lot of fun with it on a quick battle in it. Though there is one problem: things like concrete barricades have big invisible hit boxes. Not sure if that can be changed or is a problem with the default hit boxes. But it is apparent in one Raven point where two concrete barricades are close together but have a gap. You can move through the gap... if you walk carefully and don't hit the invisible wall made between the extra hit boxes. However, it is almost impossible to shoot through. You can see bullet and blood marks against the invisible wall. This also happens around some corners of the middle tunnels as I can see bullet marks in midair. I see this on popular maps, so don't take this big wall of text personally. If the hit boxes can’t be changed, I would move them apart. Besides this problem that seems to plague even my favorite maps, this map was very fun, and I can't wait to see where you go from here.
Kadk 20 Aug, 2020 @ 7:48pm 
Hot w scrapyard
KYR0_BlindMan 20 Aug, 2020 @ 5:55pm 
cool map bro