Ravenfield

Ravenfield

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Cities, Towns, Hills and Breakthrough
   
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Content Type: Maps
标签: Level Descriptor
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113.706 MB
9 月 23 日 上午 10:28
10 月 8 日 下午 5:01
33 项改动说明 ( 查看 )

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Cities, Towns, Hills and Breakthrough

描述
A large map with lots of varied combat situations, designed to offer a rewarding flag-by-flag conquest of a very large island.

Go through towns, cities, valleys and canyons and fight to you reach the end Hileceptor Manor where some bad guy probably lives or something.

Be it on front line, alternative route, sneaky approaches, sniper spots, you can make the difference to help break through the enemy lines.

Recommended:
- 40+ bots per team
- Respawn time 25 seconds or more
- Points Match mode with short length - just make sure you have the game option "endless" and simply ignore the defeat message

See something wrong in the map? Use the magic of reporting it to get rid of the issue!

( This is a vastly improved version of my previous map "Cities, Town, Hills and Explosions", which is more "open-world" but much less detailed: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3558095830 )
51 条留言
Yatta - Albino  [作者] 10 月 6 日 上午 11:26 
(Updated all screenshots)
Yatta - Albino  [作者] 10 月 6 日 上午 10:05 
Yeah custom game modes could really improve the map. Looking forward to what Ill be able to do with those.
cjprince 10 月 5 日 下午 3:38 
when custom gamemodes come it'd be good to see Raven team get a longer respawn timer than Eagle. Because in my experience purely giving Eagle greater numbers doesn't work unless you make the imbalance ridiculous (and even then they bog down a few flags in because bots respawn too far from the frontline)
But having Eagle respawn quick and Raven slow would balance out that Eagle has to move a long distance to cap the next flag while Raven doesn't have to walk far at all to defend it. Kinda like how TF2 maps with attacking/defending teams do things (equally sized teams but attacker respawns faster than defender)
Yatta - Albino  [作者] 10 月 5 日 下午 2:35 
Im not 100% sure about that, but its what it looked like from experience.

Note that a short capture range also means a short defense range, so you only have to reduce the number of enemies in that range to get the upper hand, then usually hold one "contested spawn" wave.

I usually first weaken an area by destroynig AT turrets, then rush in with an armored vehicle and drop the smoke (APC smoke does wonders). Better to do the rush when you see you've got enough friendlies ready to follow.

Alternatives are providing heavy air support (attack helicopter ftw) - and letting ground troops do the rest, or if you're more into playing infantry, use higher respawn times so you can try and clean up the place slowly.

Then again, if you feel some points are still just too hard because of the bots spawn or other reasons, please tell me and Ill see what I can do about it.
cjprince 10 月 5 日 下午 1:59 
"Note that being in flag range is not sufficient - you must outnumber enemy in that range for it to be considered "contested"."

I thought that contested would mean just having any amount of forces on the flag. Makes sense that Eagle can't push because they have to advance to the flag in a coordinated manner while all Raven has to do is respawn. As long as Raven has more than half of manpower presence on the flag to keep it uncontested they will respawn on the flag and are hard to knock off.
Yatta - Albino  [作者] 10 月 5 日 下午 1:35 
Correction: vehicle respawn mode "respawn when moved" has actually nothing to do with the vehicle moving. it's triggered when someone enters it. So if players/bots enter it, the respawn countdown starts, regardless of if the vehicle moves away or not.

This leads to cases where vehicles can end up instantly respawning as soon as you move one away - and even overlapping vehicles in some occurences.
Yatta - Albino  [作者] 10 月 5 日 上午 10:37 
Regarding vehicles respawn, unfortunately it seems that's how RF does thing: apparently the timer for respawn starts as soon as the vehicle moves, and that's even moving very little - including when it spawns and "lands" on the ground.

So this results in effectively most respawn timers being instant because the previous vehicle has been there for a while, and I cant really do much about that - I could set vehicle to respawn only once destroyer, but it falls in the other problem : not enough vehicles most of the time. And idle vehicles uses a lot of resources so I cant add more.
Yatta - Albino  [作者] 10 月 5 日 上午 10:34 
[...]

You may already know this but RF will spawn bots from either normal spawn points, or "contested" points when the enemy starts capturing a flag. I placed contested points out of sight of the flag, so if your timing is right, as soon as you start capturing, no bots should spawn in your face out of thin air. Note that being in flag range is not sufficient - you must outnumber enemy in that range for it to be considered "contested". Tell me if there are still flags with that problem.

Also, an advice : smoke grenades do wonders for exposed capture points.

Appart from the pass, are there flag ranges that feel too short?
Yatta - Albino  [作者] 10 月 5 日 上午 10:34 
@cjprince thanks a lot for the feedback.

Regarding flag radiuses, I did increase some of them along the way - notably on Licheptore city entrance and exit which were the worst offender.

For The Pass, raising the radius would mean you could capture from the other side of walls, that would be too easy, and this point is intended to be a bit brutal. Air support or heavy transport vehicles can help.

[continued]
cjprince 10 月 5 日 上午 9:18 
also all vehicles seem to be reappearing instantly after being taken rather than after 20 seconds since being taken as intended