[UMM Release Alpha] Coastal Ramparts
Introducing Coastal Ramparts UMM...

Time to storm the ramparts! This smaller map features a good dose of tactical strategy and close quarters engagement with the enemy in an environment modeled after a Civil War era coastal masonry fort. With plenty of routes to choose from, you can take the high ground on the ramparts or citadel, creep through the tunnels, push room by room or make a run for it across open ground. There are plenty of corners to check, but no time to camp as both teams have the opportunity to play Assault roles. NOTICE: There are multiple objective locations that are chosen randomly at the beginning of each round. Be situationally aware and plan a strategy as a team to ensure a successful mission.
(New URL) Subscribe here on Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=656395946

ACTIVATE: 3 Objectives to activate and then you must defend them. They start neutral and either team can capture all three to win.









This is the Alpha Release to test the gameplay. Please submit any bugs or feedback on the AAPG Forums or Steam Workshop, thanks!
Todo/Known Issues:
- Improve lighting
- Improve lightmapping & texturing
- Add more environmental bling
- Add sound cues
Background FYI:
I was inspired by watching an NCIS New Orleans episode where they raided an old coastal fort (google Fort Pike or Fort Macomb) that had been used as a drug operation. This map isn't as large to scale as those, but hopefully should be large enough. I tried to improve my skills by making custom meshes (25+) for the building using Sketchup Pro. Unfortunately UV mapping is not its strong point, so I have more learning and tweaking to do there. Hope you enjoy it, and would really appreciate feedback!
Oh and let me know if you happen across the easter egg... (triggered randomly @ 1/50 chance)

Time to storm the ramparts! This smaller map features a good dose of tactical strategy and close quarters engagement with the enemy in an environment modeled after a Civil War era coastal masonry fort. With plenty of routes to choose from, you can take the high ground on the ramparts or citadel, creep through the tunnels, push room by room or make a run for it across open ground. There are plenty of corners to check, but no time to camp as both teams have the opportunity to play Assault roles. NOTICE: There are multiple objective locations that are chosen randomly at the beginning of each round. Be situationally aware and plan a strategy as a team to ensure a successful mission.
(New URL) Subscribe here on Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=656395946

ACTIVATE: 3 Objectives to activate and then you must defend them. They start neutral and either team can capture all three to win.









This is the Alpha Release to test the gameplay. Please submit any bugs or feedback on the AAPG Forums or Steam Workshop, thanks!
Todo/Known Issues:
- Improve lighting
- Improve lightmapping & texturing
- Add more environmental bling
- Add sound cues
Background FYI:
I was inspired by watching an NCIS New Orleans episode where they raided an old coastal fort (google Fort Pike or Fort Macomb) that had been used as a drug operation. This map isn't as large to scale as those, but hopefully should be large enough. I tried to improve my skills by making custom meshes (25+) for the building using Sketchup Pro. Unfortunately UV mapping is not its strong point, so I have more learning and tweaking to do there. Hope you enjoy it, and would really appreciate feedback!
Oh and let me know if you happen across the easter egg... (triggered randomly @ 1/50 chance)
Comments
Good job EJ
Pipeline
AA2 Hospital
HonorTown
My Portfolio / Site
I believe the issue is related to the fact that I have three different types of objectives, and I'm trying to toggle them off and then destroy them at level start/restart. However I've thought about it and realized that I'm not actually adjusting the control point objective properties "(ObjectivesForStrategy=..." so they probably introduce a conflict. It worked with a single player, but not with multiplayer.
So I'm going to revert to one objective type... maybe randomly placed like WaterTreatment2... and play around with the control point properties some more. Of course if the Devs provided any documentation on their custom AACommandPoint classes and how they are used in game, that would be helpful to those of us UMM makers who like to push the boundaries a bit.
Will try to update late tonight so as not to disturb the Beer_Me server which has subscribed to the map already.
I also noticed that the published package had my working title stored in it "flo_Fort2" and not "Coastal Ramparts" so will try to fix that too.
My Portfolio / Site
http://steamcommunity.com/sharedfiles/filedetails/?id=656395946
I've edited the OP to reflect this.
i made random objectives too on my map impact2ndwave
i post here a picture of the kismet
also you must uncheck the auto enable or enabled hitbox on each objectiv
hope i could help
It appears that the different objective types respond to kismet in different ways. ie. you can change the location and rotation of extract objectives but not activate objectives for some reason. Thanks Modtools for the suggestions.
Anyways, now that its working, I would appreciate any feedback.
This has been a test of the emergency flame-fest system. Please do not adjust your set.
Of bigger concern is an issue with some players on Sea Assault spawning on top of each other, resulting in slow motion and virtual inability to play. This problem persists between rounds. Lobo suggests its a byproduct of using random nodes in Kismet. He suggested spreading apart the individual spawn actors. They are currently at default layout. The Land Assault spawns were re-arranged into line formation and don't seem to be bugged.
This has been a test of the emergency flame-fest system. Please do not adjust your set.