Ravenfield

Ravenfield

Battle of Tarawa - Gilbert Islands Campaign (WW2) [EA28+]
26 Comments
Yul Rave (starstrafe) 3 Apr @ 8:12pm 
good, glad it's not a permanent problem on your end then. Ravenfield bots really can be maddening at times, i should know.
Zero_Name500  [author] 3 Apr @ 5:26pm 
I still haven’t figured out exactly which mutator(s) is the cause of my problems, but when it comes to mods that affect bot behaviour it could be:
Better Bot Targeting
Replace Gunner for All Vehicles
Drowning Mutator
Infantry Settings
[Ai Medics] EasyRevive

Testing my config on other maps with a similar style to mine also yielded this strange navigation bug, which is why I’ve come to the conclusion that it’s a me problem and not really the map’s fault.

I only learned recently that some of these mutators are outdated, so for future play tests, I’ve relied on testing with the vanilla game first and not with my config right away.

Whatever the case, I’ve already made one map with boats and I’m actually getting set to release a new one soon with a beach assault sequence, which I’m hoping will act as a follow up to Tarawa in terms of scale and quality.
Zero_Name500  [author] 3 Apr @ 5:26pm 
However, the problem I had was that bots WOULD get out of their boats, but they would not move to capture the flag. Instead they would simply walk in circles, following the squad leader, and fail to properly navigate, even if the flag was directly in front of them. I checked the boat/infantry navmesh and the neighbours setup and all signs pointed that it should have worked properly. Though at the time, I couldn’t find what was causing this problem with bot navigation.

Although, when I did some experimenting for Makin, I found that it was mutators in my config conflicting with each other, because yes, by default with a completely vanilla game, the bots could properly navigate to a flag after they’ve landed their boats.
Zero_Name500  [author] 3 Apr @ 5:26pm 
@Yul Rave (starstrafe) Oh hey, cool to see you comment! I’ve been reading over your messages on the RF discord to help influence my maps and navigate the editors many quirks/bugs (I gotta say a big thank you off the bat)!

Anyways if you check out my most recent map (Battle of Makin) you can see that I did learn how to implement boats and they work fairly well (although I will admit I made some poor design decisions for that map).

I know already that if a boat lands inside the capture radius, bots won’t get out and will remain seated, even if the boat is fully beached.
Yul Rave (starstrafe) 3 Apr @ 2:54pm 
the boat problems you were having might have been related to a bot glitch; if they land in the capture range, they can get stuck and refuse to exit the boat. Otherwise, landing craft should IN THEORY navigate directly to a shoreline if their target flag has its protect range touching that shore.
Zero_Name500  [author] 22 Mar @ 5:50am 
Other games that I looked when I was developing this map were:

Forgotten Hope 1
Forgotten Hope 2: Pacific Event
Battlestations: Pacific
Rising Storm 1
Easy Red 2
Zero_Name500  [author] 22 Mar @ 5:49am 
@TheVeritasAlliance When I make these maps, one of the first things I do is create a document compiling real life reference material and depictions of these battles in media in order to get an idea of cool set pieces to make.

MOH: Pacific Assault was actually the first thing that came to my mind when I started working on Tarawa! The CQC trench sequence was something I really wanted to replicate with my map!
TheVeritasAlliance 21 Mar @ 6:18pm 
Does this map take any inspiration from the Medal of Honor Pacific Assault Mission?
Trizz 26 Jan @ 8:29am 
Goes hard
Yaba Nub Num 26 Jan @ 5:38am 
The map is too open with too little cover
Kerk 25 Jan @ 4:59pm 
This is jst straight out perfect. Nice job dawg
Nietabs 24 Jan @ 10:50pm 
YAY
ISNIMightRule 24 Jan @ 7:04pm 
wow.
VRAPOCH 24 Jan @ 1:43am 
this is THE kind of maps we need once in a while. a face-off map with bottleneck entrance
aRandomPotato 23 Jan @ 7:23am 
it’s a good map, and it attempts to make it look like a massive operation (it does this well)

I wish more people made cool pacific theatre maps

At some point, maybe a peleliu map would be cool, where there could be large expanses of tunnels under hard coral hills
lacrossebeast 23 Jan @ 5:54am 
@Zero_Name500 could you add a spawn so that we can traverse to the beach via amphibious vehicles, like have two flags out on each of the LST's
Zero_Name500  [author] 22 Jan @ 8:00pm 
Btw, of the 10 changes I've made to this map, I think around 3 of those were just so I could find the right size for the icon. So, I'm still figuring it out myself lol.
Zero_Name500  [author] 22 Jan @ 7:57pm 
@Daylow Personally, I recommend using Canva to make these, as when you create a project, it gives you the option to set a custom size (and it also has lots of nice image filters). If you decide to add text, you will have to mess around a lot to make sure it displays properly on both the Workshop and within the map select screen in RF.

I hope I could help you out and I hope you find success with your projects! :)
Zero_Name500  [author] 22 Jan @ 7:57pm 
@Daylow I don’t consider myself the “best” at explaining stuff (especially through text), so I’ll refer you to this visual guide by AndyPandy27 on adding custom loading screens (the first step shows you how to add a map icon):

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3112664780

Although, I will add this, which wasn’t mentioned in their guide: when setting up your png, make sure the image's dimensions are square (I usually set the size to be 485x485 pixels) and file size is under 1 megabyte. If you make your image rectangular, it will display incorrectly on the Workshop page, with black bars on the top and bottom. A square image will make the icon fill up the whole display when shown on the Workshop.
Dayslow 22 Jan @ 6:28pm 
How did you change the steam icon for your map?
OspreyGunner 21 Jan @ 6:57am 
Love to see the effort and historical details people put in their maps, i know this takes a lot of time and patience, keep growing!
ABAKAN 20 Jan @ 7:44pm 
That map is goddamn perfect. I wish you continue to release such cool maps bro 👍
Johnnathy✞ 20 Jan @ 4:18pm 
Normally I dont comment on other people's workshop items as I dont really have the time.

That said, this is one of my favorite maps that used the in game editor that I've played. Really wonderful usage of the shapes used to make the assets. I've kinda wanted to get into the in game editor myself since I am rather interested so this will be a great inspiration and motivator for me to do so. Also really love the custom loading screen. I hope you make more maps, as this one is a classic to me.
Titanus 20 Jan @ 4:13pm 
Noice
kbbetournay 20 Jan @ 3:12pm 
great stuff, would love to invade the island through as amphibious assault
...89Covet... 20 Jan @ 2:38pm 
Great work!

Loved your first map. Great potential :104: