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-Removed the adding of tickets and game time once points have been captured, as this was causing the game to give players long spawn times.
- To counter the removal of added tickets, tickets for the South side have been increased to 820, while the North get 800.
-Map time has also been increased to 54 minutes.
-Decals near the end of the map have had their draw distance reduced as they were causing fps problems.
-Overhead map obj overlays have been re-sized, so now they should be the correct size. Points A, F and G are slightly off centre, as the SDK would crash if I tried to centre them correctly.
[rs2.fi] Komppania Törni #2 | Campaign | Custom Maps
95.216.18.173:7977
Jet animation sounds now play in the right area
Rocks added near the last point to provide cover for attackers
After many requests the first two points A & B now lock individually.
Ambient sounds should now work
Added 100 tickets to both sides
Set the maximum map time limit to 32 minutes
Sacrificed a small child to Satan
Added pathfinding nodes to the map so that bots should work and US squad leader spawning should be smoother
Finished adding detail and meshes to all the interiors of the map, now buildings should no longer feel empty
Added static meshes and details to the interiors of 98% of the huts in the map, now there is detail and cover inside these huts
Changed some of the sound volume settings to reflect the size of the huts they are on
Added stairs to some of the huts so the player now no longer has to vault to get into the hut through the front door
Added small room sound volumes to the huts in the level
Added some bushes near the first two objectives to try and block the line of sight for defenders
Added burnt trees and rocks in front of the last objective to block the line of sight for the defenders
Placed a bunch of fire sound nodes in the burnt areas
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
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
Fixed the purple texture issue, again
Disabled lockdown for the final objective
Fixed the purple texture issue
Changed the draw distance on grass and removed the ability for them to cast shadows
Changed the cull distance volume to help improve fps
Points are to close to eachother.
Cap zones are really really small.
Last part is really fun as teams prepare for attack and defence.
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.
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.
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.
We usually lock the maplist for the event on Wednesday/Thursday. Will there be a new version of this map later this week or can we playtest this?
Keep up the good work!
Combat zones are fixed that they no longer persist when a new round starts
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.
Could you? please, the black void of nothingness... So lost... So empty... Map looks good!