RUNNING WITH RIFLES

RUNNING WITH RIFLES

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Roberto v2.40
   
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Customization level: Custom Map
File Size
Posted
Updated
9.160 MB
Dec 30, 2018 @ 9:27pm
Jan 5, 2019 @ 3:58am
9 Change Notes ( view )

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Roberto v2.40

Description
A 10-base island map concept built from the tutorial map template.
Map is undergoing testing, select 9 bases and start from "Hangars".

Leave feedback, questions, or issues here in the comments.
Contact me directly on Discord: Robert Augustus#8163

*Thanks to Unit G17 for development help and testing.*

If you enjoy this, check out my other map on the workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=1621178704

[CHANGELOG]

v2.40
+radio jammer barracks
+tile decals to bridges
+ladders to LH minigun
+trees north of barracks
+mapview icons for obelisk platforms
~moved main street base name/fixed hangar base map view
~moved market mortars

v2.39
+market street pavement tiles
+ladders market district shops
+foliage resort and lagoon
~resort grass near lake
~adjusted mortar main street roof/market roofs
~moved rocks and foilage to proper layers
~lighthouse minigun position changed

v2.38
+fountain platform/park market district (+3 mgs +2 mortar market)
+trees/chairsets midtown
+awnings market district shops
-removed extra fountains
-removed truck near midtown armory
-removed ai offroad from market district
~adjusted chairs near globe statues
~adjusted resort roof mortars
~fixed watchtower sandbags ai pathing

v2.37
+mg/pipes residences roof
+humvee/buggy hangars +humvee industrial park +jeep mil base +atv encampment bridge
+sandbags on south mortar roof mainstreet
+nodes to sandbag walls
+raised platform/benches/chairsets/streetlights near market district
+foilage/trees north coast
+building/paved buddha area north of residences
~adjusted mil base front building
~lighthouse minigun adjusted to correct direction

v2.36
+expanded city north of main street
+ai offroad pathing to industrial park/market district
+bushes/trees/streetlights/cars/chairs in city
+park with fencing near market district
+mortars main street rooftops
+shop awnings
~fixed north invisible road
~cleaned up grass edges
~paved under camo nets

v2.35
+added residences near parking lot
+roof minigun lighthouse
+mortar/mg main street
+mgs on hangar watchtower/tow at hangars
+stone wall near parking lot
+toll booths at road barriers
+bushes/flags main street
-removed rocks from AI offroad pathing
~changed main street buildings
~extra nodes to sandbags/fences
~pavement under fences/wells
Popular Discussions View All (2)
1
Jan 13, 2019 @ 1:51pm
Suggestions
Robert Augustus
0
Jan 3, 2019 @ 1:11am
Bug Reports
Robert Augustus
15 Comments
Tactictard Jul 13, 2023 @ 12:15am 
I can't set it to where you can capture a certain number of points, as any number I set to only puts us at the air field.
Waldemar Aug 17, 2020 @ 10:40am 
What program did you use to make the map? You can add your own objects to the map?
yigFOye Apr 9, 2019 @ 7:38am 
sometimes when i play it no bots load,
can someone tell me whats happening?
Carl-cccp Feb 8, 2019 @ 11:40pm 
hao to use ?
MaxenTheWeasel Jan 12, 2019 @ 5:33am 
amazing map boi
Robert Augustus  [author] Jan 6, 2019 @ 9:56pm 
Next big update will be to go through and remove building clipping, it is a problem in some of the main areas.
Robert Augustus  [author] Jan 1, 2019 @ 12:46pm 
New year - new map! Updated to v2.34 so AI don't get hung up on fences
Robert Augustus  [author] Jan 1, 2019 @ 8:59am 
@CptFoot thanks for the comments, I haven't tweaked the AI as I was more focused on the map itself, I might try to see about removing some fencing near main street and industrial park
Foot Jan 1, 2019 @ 6:29am 
And I'm sure you know this @Robert Augustus but the AI pathing could do with tightening down the line. Right now a lot of them will just mill around or collate into one massed clump in certain areas. Braindead bots all over the shop.
Foot Jan 1, 2019 @ 6:23am 
Observations made on V2.33 so far.

Resort is surrounded by a small fence that has gaps in it as each length is not connected to the next one in the sequence. The AI gets confused and just rubs up against it without climbing over the obstruction.

North of Industrial Park is a large fuel tank. The elevated concrete base surrounding it has no collision, allowing you to run right through it. Similarly, the fences here impede AI as they won't climb over them. Addendum: It seems like ALL fences, walls and obstructions like that are blocking the AI, they won't climb over any of them even when they should be able to.

It may be just me here, but the armory in the Market District: The buildings around it will start to flicker on the rooftops, though it only occurs when moving the mouse. Leaving it stationary causes the graphical error to settle. Same thing is happening with some buildings in Main Street.