Ravenfield

Ravenfield

1862 - The Second Battle of Corinth (Team Eagle)(EA31)
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更新于:9 月 7 日 下午 2:15
作者:sol Invictus

Reverted - If it did work for you, re-download it here.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3564299079

Since there's not much of a demand nor interest for maps like these anymore development might be cut short or significantly slowed down.

https://thejaviertc.github.io/steam-workshop-stats/user/profiles/76561198079405437
Corinth alone has received 10X the views than it has subscribers. Players don't see a map, they see a map editor map.

Ravenfield's player pool has been diluted to seven different versions now. And he has just released a half functional update. I have served everyone for close to five years now and have read the writing on the wall, I have left my mark. While I intend to leave a few more marks, should I be buried let the shroud be purple not black.

It’s time for a new liberator, an unknown king will revive the throne. may he triumphantly raise up the crown. May he bless you with all the 3D grass and unity bought assets that your hearts desire. It's something which I had always hoped I'd be able to give you one day with the map editor. Sadly, I no longer have faith in steelraven.

Before I do go, there's a few things I feel the need to make amends for If i still have what it takes. Little round top, and a few others.

At ease.

Confirmation
9/19/25

Development of Corinth will be continued but at a slower pace, possibly one update each month. I would like to make this very clear, this is not to punish anybody. And I'm not trying to come across as a Rachel Zegler. I know many of you very much enjoy corinth, and enjoy this niche in particular. There's a lot going on behind the scenes, not just for this map. But for many, many others. I will be bringing older maps up to standards.

What do you mean by bringing older maps up to standards?

I'll show you precisely what my intentions are. Let's take a look at the old version of Corinth, the buildings to be exact. As seen here, textures aren't utilizing its full texture resolution. This is because the primitives (Cubes, wedges, ect) are far too outstretched to properly render textures in a way that looks good. With a little bit of math, this can be fixed as seen below.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3571209387&fileuploadsuccess=1

The following maps will be brought up to standards.

-1862 The Siege and Battle of Corinth
-1864 Battle of Cold Harbor - The Overland Campaign
-1862 Harpers Ferry
-1862 Battle of Roanoke Island - The Burnside Expedition
-1863 Gettysburg - Little Round Top
(Possibly more)

When each version is ready, a link will be posted to each map’s description which will bring you to the versions that are up to date. Do I expect them to gain a massive following? An EPIC comeback? No. But it will put my mind at ease.

Okay, what about THIS corinth.

Patience, my child. I have just returned from a fishing trip with my father along the Tennessee river. Corinth currently has more than 2000 prefabs, and I really want to push the limits with Corinth. Some of you may wonder why it takes so long for an update to release. Each little adjustment made is saved across 20 testing files, more if necessary. One thing I've been testing are fences in west corinth. It’s not yet complete, and it's possible that it may not even work out in the long run if path finding issues occur. But it's something that I hope will end up working.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3571214988&fileuploadsuccess=1

I also acknowledge EA32 has received a patch not too long ago. I will explore possibilities of adding rarity types for artillery if they are working for the map editor. This will bring in support for more than just siege artillery.

Just know


I know many of you are eager for more content. Just know.. There are many, many more across multiple maps that feel the exact way you do.. And who have waited long enough. If all goes well, you will all probably have a reworked map every month. The first to be ready will most likely be the older version Corinth. And don't worry ill try to fit in updates for this version too!

At ease.

更新于:9 月 6 日 下午 6:28
作者:sol Invictus

Patch

After all these years Steelraven has decided through his infinite grace to fix avoidance box options, the map uses some of them. This patch enables the ‘unwalkable’ option. Previously it didn't matter which option was used since EA26. Better late than never I suppose.

Fixes
-One entry path finding link had a value of 18 between Fenceline-B, and Fenceline-C. It has since been corrected to a value of twelve.
-This also means that the team raven AI moves more quickly because previously they were always calculating where to go.
-Adjusted avoidance box options.

Furthermore,
You can now choose how many bots each team has. Currently, the value of path finding links are set to twelve for balance reasons. I might introduce another version which will allow for 240 bots for team raven alongside update eight. If you do choose to raise the number of raven’s bots, the map will run on what feels like RNG.

Rarity types for turrets - won't be added because it’s broken for the map editor. However I did add one MG for Fenceline-D. Do with it what you will.

更新于:9 月 1 日 下午 7:18
作者:sol Invictus

Removed 'testing17' from the title

更新于:9 月 1 日 下午 7:01
作者:sol Invictus

Update 8 (1 of 2)
https://youtu.be/GL-kcDm6uzs?si=r-0GumM3a9i7xgGx

Level design
Added a cemetery behind the church

Added more natural assets like rocks and foliage to the battlefield.

Added some stone walls to the bridges which connect to both sides of Corinth.

Added extra entrances to stone walls in west corinth.

Updated all three grass textures

Updated cliff textures type 1

Updated cliff textures type 2

Updated road textures

A new entrance has been added to the main city

Confederate Pathfinding

-Objective C will now attack all four eagle objectives, Make sure to check the screenshots provided to set up your match.

-Raven troops that spawn at D, and E will travel through west corinth to reach the main city or take the bridge next to eagle objective Fenceline-A.

- Made some changes to how raven takes street routes when attempting to flank A, B, and C, D. Additionally these flanks are far more successful and more commonplace.

-Should raven capture Fenceline-B, it can now go straight for Fenceline-C.

-Entrance (There’s 10 Entrances) path finding links to corinth now holds a value of 12. I believe this helps when it comes to making sure entry points are used more evenly.

更新于:8 月 30 日 下午 3:05
作者:sol Invictus

Patch

Team eagle spawn adjustments
-Spawns have been reversed.

Team eagle artillery adjustment
-MG has been removed from Fenceline-D since Anti tank rarely gets destroyed there.
-Fenceline-C had Anti Air replaced with MG, as a better way for players to balance things out. In short, team eagle is back to having four artillery emplacements

vehicle support
I wanted to wait and add this alongside update eight. I’m adding it now because I don't wanna keep everyone waiting, and ya’ll deserve it.

(Team Raven)
Spawn A - Quad
Spawn B - Tank
Spawn C - Jeep MG
Spawn D - Jeep
Spawn E - Quad

(Team Eagle)
There’s no real advantage that team eagle can gain from having vehicle options. But I went ahead and added them anyway, just in case anybody wants to travel the city more quickly.

Fenceline-A - Jeep
Fenceline-B - Jeep MG
Fenceline-C - Quad
Fenceline-D - Tank

Vehicles are set to respawn every 60 seconds after being destroyed.

Tested mods
Wagon (has a tendency to flip)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2776723698

Cavalry
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2167352788

I highly recommend trying out the team raven version at least once. It's Identical to the one you are playing now. The main difference is you will actually have a decent fight ahead of you. Players who attempt to play as raven on this version will quickly come to the conclusion eagle is not occupying defensive positions. The team raven version fixes this issue. Playing as the bad guys can be fun! and doesn't make you a bad person, not in my eyes.

更新于:8 月 20 日 下午 8:35
作者:sol Invictus

Reversing this patch, I believe a path finding link value has been altered. I'll be testing new values next week. Maybe.. It's within the foreseeable future. Lets put it that way. I am a busy man, I quite literally live on a farm and I do try my best to keep up with my passion project.

Corinth is nearing it's eight update. I plan to close with ten, and I intend for those updates to be large and working without the need of any patches unlike update seven. Most of the work is completed for update eight, the only thing holding it back is the re-balance of artillery and a few path-finding boxes.

Tomorrow, I intend to bite the bullet for update seven and reverse its spawns for version team eagle, as there's no apparent issues on the team raven version. They will be reintroduced in update eight.

更新于:8 月 8 日 下午 6:31
作者:sol Invictus

Patch note:
-Possibly resolved one issue with fenceline A which wasn't allowing as many troops to take defensive positions.
-Colliders are back to ensure that nav-mesh remains mostly the same as the version posted july 3rd.
-Fixed a floating pathfinding link.

Tweaks that are under investigation from last update
-I’m kinda on the fence about the union spawn tweaks implemented in the last update. It’s something I'd very much like to retain. If this current patch hasn't ironed spawn oddities, It will be reversed to how they were previously. However they won't be for the Raven version since the one way system is enabled which clears up oddities.

This patch was tested on normal difficulty (+endless instant action) with ravens MG disabled.

更新于:7 月 25 日 下午 1:27
作者:sol Invictus

Update 7 - Survival at west corinth (2 of 2)

The goal of this update is to make good use of unused portions of the map, to transform it into a form of additional content. I present to you survival at west corinth. In this scenario, after several failed charges the confederates retreated into the town of west corinth to regroup. Here they will plan their last stand against the union.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3530794757

This is very much a work in progress, the main difficulty I have with this version is getting the navmesh to generate the cover arrows needed to distribute troops evenly across fences. This is something which I intend to improve over time. I will be simultaneously updating both versions. however If I notice there’s not much of a demand for this version then I may change priorities.

Level design
-Reworked foliage nearby confederate Spawn A
-Reworked foliage nearby Fence line A (eagle)
-Added 43 fences across Spawn E on the hill.
-Reworked the church, it now has a tower and its textures have been changed.
-Added more stone walls around the largest buildings in west corinth, making it a little bit more safe for confederates to walk around in.

Spawn tweaks.
-The union reserves will now spawn inside buildings. They are now protected by roofs instead of floating colliders to protect them from artillery. (Testing, subject to reversal if necessary)

Union artillery tweaks
A-Anti tank
B-Anti air
C-Anti Air
D-Anti tank + Mg

General fixes
-Removed bad coverpoint arrows (on doors, staircases, ect) generated by navmesh, you’ve probably seen fixes like this before in past updates. But the map's path-finding boxes have changed a lot over time. In any case, you should notice a small increasement of soldiers at your fence lines.

Revert

Experiencing issues with this update? Please report them in the comment section and revert to the previous version listed below. These links are our failsafes.

Raven - https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3530586147
Eagle - https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3530591606

更新于:7 月 3 日 下午 2:45
作者:sol Invictus

The best of both worlds patch. Two different versions of the map.

Team eagle - confederate Artillery will function, at the cost of some reduced cover point spacing for the union.

Team raven - The union will fully utilize all cover points. Oh, and both sides artillery is functional. Except if you attempt to play as the union.

Indeed, Should've thought of this sooner..

更新于:7 月 3 日 下午 2:20
作者:sol Invictus