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A couple of points I did notice that were a bit off were the borders for out of bounds and the spawns. B seems to be very restrictive in how far the US can move forward, so much so they have to sit back in the cap and wait for the NVA to come over the ridge. This may be as intended, but it does feel a little off as I think parts of the cap zone are in the restricted area.
Also you seem to be able to spawn on the far side of some caps after taken. With D (I think it was D) the Viets can spawn behind the cap once taken and that means any Americans behind are either A) cut off from retreating or B) in the perfect possition for some spawn killing. Earlier I was in the middle of the cap when it was taken and was not killed by the advancing attackers. I flanked to the jungle and started capping them from behind as they spawned, ending with a silly melee spree as nobody was looking behind them.
Other issues I have are mainly visual. Maybe the grass / plants could have occational open patches or some taller plants to break the visial uniformity. Its nice, but because UE3 and RS2's horrid draw distances with such things it causes the old issue of hiding in cover that people at a distance cannot see. Also, perhaps there could be a burnt out bunker of possition in B to show how messed up napalm can be, complete with chared bodies ;)
About the defender spawning behind the cap zones, there is a 10-second delay after each objective is captured, which is designed to help the defenders retreat before the attackers start spawning right there. However, the fact that spawn protection doesn't affect you until you leave it and re-enter it -- that's just a stupid game design choice that I have no control over.
Sadly the visual stuff is not something I can change easily, because my computer refuses to build lighting, and I don't want to bother other people too much, but I'll certainly consider adding something like that to B in the future. It could give me an excuse to put a radio in B, even.
The jumping spawn on D however I can see people exploiting at some point. The issue being they spawn further forward than the point actualy is possitioned once capped so that can result in some mild confusion at best (people spawning next to the retreating US forces) and exploitation at worst (people not moving forward clearing the area, just running at the next point and being sniped from behind). I can just forsee this becoming a problem when other people start to notice they can do this, and as the newer RO players are a fickle bunch, people will just likely ignore the map.
Did notice the water in some of the irrigation channels can be ducked under. Not a horrific problem, just looks a little weird ;)
About crouching beneath the water, I'm still trying to figure out how to stop people from crouching beneath it. Maybe I'll have to lower the level after all, which I'd be sad to do, but it may be necessary.
Alternatively one thing I notice custom mappers never using well is the viet tunnels. Since the map looks like the US patroling over former NVA grounds there may well be tunnels still there. Maybe not connecting every point to each other as that would be absurdly powerful, but maybe have some tunnels that lead from the spawn points to the flanks?
That said I have no idea how hard tunnels are to implement in the SDK. May be worth looking into.
I also miss AFVNFM, but I understand why it had to go. :(
It's actually spooky quiet most of the time, with the rumble of guns & artillery in the distance. Stealth is the key here. Softly footsteps, listening intently & visually screening for the enemy. One time I circled a tree twice prone, convinced VC were on top of me. Then I noticed him, standing, in the shadow of the tree, completely camoflaged in the dark PAVN uniform, & I got the kill.
Amazing!
What I think I'll do is make the grass a bit shorter, so that it isn't as large and therefore detailed and performance-intensive, and so it doesn't make it so hard to acquire targets while crouching or maybe even proning in it. I'm also planning to decrease the maximum render distance, and then add a second foliage type that's much lower-detail and stops rendering farther away. Hopefully that'll at least give defenders some cover at long distance, and If I can pull it off, make the map run better.