BETA- All Terrain (Extract) - UPDATED

Keebler750Keebler750 Posts: 3,621Player
edited January 2016 in Mission Editor
UPDATE: Jan 19th 2016 - Wwise ambient sounds added, map holes fixed, smoothed some route access, added more content and upgraded the NE extract location.

http://steamcommunity.com/sharedfiles/filedetails/?id=600048333

The map is all outdoors, no man-made objects whatsoever, and a mix of long sightlines and covered routes on a BIG scale.

This map debuts a new game type concept I call "Tug Of War" in which either team can grab the objective (or decide to let the other team do it...) and then extract to multiple locations. If the objective is dropped, it can be picked up and the other team can run with it. Lots of opportunity for decisions on how to play the tactics!

Other than the unfinished state of the map, there is a known issue with objective possession not being shown properly on the HUD. If ANYONE knows how to fix this, PLEASE help!!!

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Comments

  • Keebler750Keebler750 Posts: 3,621Player
    edited January 2016
    This map is BIG and designed for 24 players. There are places you can pull off 600 M shots with the sniper rifles, and there's a lot of bullet drop, so if you're not hitting anything...AIM HIGH!!! Because of the size of the map, I've allowed for everyone to have an ACOG if they want it, but the entire arsenal is available.

    Just like the outdoors, it's easy to get lost in the landscape so remember - it's sunrise, and the sun is just coming up in the east! Get used to key reference points so you can provide good intel!

    BOTH teams can go for the flag at round start...OR...your team could decide to split up and go cover the extracts and let the other team waste time and manpower going to pick it up! You get to decide, and tactics will definitely come into play.

    I recommend one of at least four possible plans:

    1) Send a fireteam (4 players) to get the flag, and send two fireteams (8 players) to secure safe territory for extract.

    2) Send a fireteam to get the flag, and split up to cover both extracts, just in case.

    3) Let the other team get the flag and split up the team, sending 6 players to each extract if you can't see where the flag went.

    4) Let the other team get the flag, but send your entire team to harass and defeat the enemy via good intel as to where they took the flag.

    Etc...

    If the other team DOES get the flag, you'd better have people covering the extract or it's all over!!

    If you take the flag carrier down, you can pick it up and bring it back into 'friendly' territory for the extract. You do have people covering the extract locations, don't you?

    :)
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  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    Had lots of fun playing this. Thank you.
  • Duke_AudiDuke_Audi Posts: 348Beta Tester
    Keebler750 wrote: »
    This map is BIG and designed for 24 players. There are places you can pull off 600 M shots with the sniper rifles, and there's a lot of bullet drop, so if you're not hitting anything...AIM HIGH!!! :)
    < snip >

    Like Keebler says, long shots are doable but, aim high.

    <iframe width="560" height="315" src="https://youtube.com/embed/at_c89SBDFk" frameborder="0" allowfullscreen></iframe>
    015c0ab623b454cffe80c9c007fbb62f21aeac80.jpg
  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    I think this would be perfect for the mapping contest.
  • Bashar_al-AssadBashar_al-Assad Posts: 580Player
    Keebler! Cant wait to try it! This is exactly what I wanted!
  • Keebler750Keebler750 Posts: 3,621Player
    edited January 2016
    And now, the all new All Terrain COMP mode....

    http://steamcommunity.com/sharedfiles/filedetails/?id=604226806

    :D
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  • Keebler750Keebler750 Posts: 3,621Player
    UPDATE: Jan 19th 2016 - Wwise ambient sounds added, map holes fixed, smoothed some route access, added more content and upgraded the NE extract location.

    (original post updated as well)
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  • Keebler750Keebler750 Posts: 3,621Player
    Sneak preview - a little something I'm messing around with...

    VqiE95X.jpg

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  • Keebler750Keebler750 Posts: 3,621Player
    edited January 2016
    Jan 21 - Map has been updated to include proper environment: lighting, fog, sound occlusion have been worked on. Also, some bug fixes and ....two waterfalls and a river complete with sound and some post-process stuff. One side of the map still needs gameplay optimization due to timing and sightlines.

    This is getting closer to my vision for this map...that started 18 months ago! (with breaks in between...)

    6AKZKrV.jpg

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  • Keebler750Keebler750 Posts: 3,621Player
    I miss the Open Beta sky dome from Slums that got yanked. I loved that sky for this map!!!

    :(
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  • StackEmUp!StackEmUp! Posts: 145Player
    Looks absolutely gorgeous Keebler! Reminds me of some nice hunting grounds....hehe.
  • Keebler750Keebler750 Posts: 3,621Player
    Does anyone know of a moving river asset that's not as white/frothy looking as the Koshe river one? It doesn't really fit my terrain, but for now it'll have to act as a place holder.

    I'd like something darker and don't know how to create that stuff.

    Also, how to make a one piece river mesh...hmm. That'll be fun...
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  • IO_i_OIIO_i_OI Posts: 1,107Player
    edited January 2016
    The river doesn't look that bad. About the only thing you can do is make it look more muddy like the Mississippi??

    Or add Lead like in Flint, Michigan. (sorry, had to say it.)
    googley avatar aapg


  • Keebler750Keebler750 Posts: 3,621Player
    Problem is I've put too much work into this to settle!

    :(
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  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    Maybe you could assign it a different material? I'm not sure how many there are for water, nor have the capability at present to go in and check.

    Pretty sure they would have more than that one though..
    If my trollery drives you crazy, you'd better put on your seatbelt.






  • Keebler750Keebler750 Posts: 3,621Player
    Only one complete moving one that I can see.

    The other material disappears over distance and it doesn't seem configurable?
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  • [Prt_Dictator][Prt_Dictator] Posts: 275Player
    edited January 2016
    Isn't there a FrothMap is the material instance? You could swap it for a different water texture to get other looks.
  • Keebler750Keebler750 Posts: 3,621Player
    Yes. Knowing as little as I do, I'm not confident how configurable this is without exporting/importing assets.

    ?

    I have brought in sounds and meshes, but only with expert help.
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  • [Prt_Dictator][Prt_Dictator] Posts: 275Player
    Unless you find another water texture available in the assets, you'll have to import one.
    www.textures.com is cool site with a bunch of royalty free textures to choose from.
  • Keebler750Keebler750 Posts: 3,621Player
    Roger that.

    Also, I haven't tried it yet, but I do remember adding and changing Channels on my textures for the trees (so they weren't snowy). That might be the key. Also, if all I have to do is create stuff in Photoshop, I'm golden. I work in that all the time for my photography. We'll see.
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