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Saying "please fix t" ,particularly when there s nothing broken about it(as i just booted it up),isnt getting to make your issue go away. Do your own research as to why it is crashing if your not going to leave me any details.
Good day.
the game crashes completely when i try and load your map, please fix that. :)
you also deleted your initial message,again theres supposed to be logic here?
since you didnt im logically assuming your an illogical person and therefore this discussion is over.
I had to remove transport choppers as i found a nasty bug with them when combined with a map designed with the complexity of this. However im happy with the changes,alot more action,balanced,fun,and above all i covered each and every part of the map to make sure no oddities happen.
AA guns added to outer islands to make them strategically important.
Suggest using Vanilla plus for vehicles especially attack boat.
Please leave a like and favourate this map if you enjoy it,i put a massive amount of work into lately. I feel its a true Battlefield map now,in looks,design and carnage. I frankly think this is better than my Port Valdez and Arica harbor maps in terms of sheer design and fun.
Maps in general: Try to not make too many ravines or high walls with terrain,avoid excess use of any lighting object,or transparent object like palm trees.
Build a map so that their are many lanes so AI doesnt have LOS of each each other at all times and in general use vehicles sparingly.
objects,keep it between 1500 and 2000
In general,all objects,units,and particle effects "in the scene" that you are looking towards,affect fps, do your best to spread flags around the area of the terrain you make so at no point you will have bad FPS. this map for example, worst point for FPS is when you spawn on the carrier and AI move out,and you look toward enemy carrier direction,alot is rendered in scene essentially so try spread things out as much as possible
Much tidier map and much better navigation by all AI on foot,by air and on water.
Rush mode will be updated with plenty of better cover and detail next.
Please report any bugs you find in thee map no matter how small as il be focusing on RUSH mode and valparaiso from now on and wont test this map until i play it in a few weeks likely.
Issues with AI aircraft on top of mountain dropping troops if destroyed will be fixed,boats will be reduced but spawn when moved instead of destroyed to both improve fps and make sure boats are used more(tested internally and working very well)
I suggest you use vanilla transport boat if having issues,this map requires many boats to ensure navigation but modded vehicles drop framerate
Really enjoy the maps you add to Ravenfield gaming experience!
Would be great if you took a shot of it and see how it plays outs,need feedback. There has been some issues with water maps and AI,its extremely tricky to set up,its often hit and miss bt that really isnt on my end,its on the "neighbours" settings. Anyway im updating now,shou be ready in a few minutes
Design choice to ensure a balanced game,and convinience for the player. Rhibs being there are simply neccessary for obvious reasons
But feedback is awesome and i will take on board and see what can be done. Rush might be out today sometime and il address what i can and update it after
Mountain size: Same thing really,in the rush mode there were never going to be any aircraft and you were never going to really see the areas around the mountain(no carrier either,was going to be a very CQB map only and the outer islands were never to be included)
The roof size/height: This is different in different areas on purpose,one its to add variety,and two its to ensure the "mountain" terrain(rocks above) do not clip down into playable areas
AA: Iv not had that issue,AI for me always manned the AA and this map is designed for a high bot count,so i expect alot of AA manpads,it didnt make sense to dot the map with AA as it is condensed and would make flying a pain to be within flak range at all times.
Simple cone shapes etc: Yeah i ran out of idea for props,i will think of new things and add them.But the editor is seriously lacking props rite now.
I hope that this text wall helps you, and as I said, I like the idea, but it needs its own space instead of stuffing everything on a smaller map. Looking forward the next one/the remaster of this one!
(also, sorry for the spam, but 1000 characters limit of steam's comments lol)
- Second, try to measure the scale more realistically, there's corridors that are as tall as the submarine hangar? dock? if you take it realistically, it would be pointless to dig mountain to hide a sub's base, yet corridors are clearly visible from the outside.
- Third: there is a lot of content that is clearly a box/sphere/cone with a texture, while I do not really mind, it looks... painful to look at, especially after the really high quality of your previous maps.
Other thing I found, is the severe lack of emplacements, with only 1 AA gun per team (that AI didn't even man), I could literally abuse of the map with the helicopter, as nobody shot at me, and the APC/AAVs were too busy going to capture these small islands with little to none strategic value.
Having said all this: here goes my suggestions:
The island base, is kind of pointless for its size, as it doesn't really provide anything, GOLF only provides the team RHIBs, while great part of the action is redirected towards said island, making the battlefield look empty (I played with 64 bots, and were times that I literally passed 5 minutes just running with out finding any friend or foe).
Also, the map design makes it a bit too dependant on boats: to leave the spawn you need them, to move from the plane crash or the other island to the main stage, you need them, and in the end, there's more bots on said rafts than in battle itself.
Well, I will talk only about your map, and not compare it with BF4's Wake Island on crack that was Naval Strike.
I'll start from Eagle base towards Raven carrier on my review/feedback, although it might sound a bit harsh, I geniusly enjoyed the map.