Ravenfield

Ravenfield

Not enough ratings
Battle of Makin - Gilbert Islands Campaign (WW2) [EA28+]
   
Award
Favorite
Favorited
Unfavorite
Content Type: Maps
File Size
Posted
Updated
31.951 MB
Feb 14 @ 6:26pm
Jul 3 @ 3:15pm
4 Change Notes ( view )

Subscribe to download
Battle of Makin - Gilbert Islands Campaign (WW2) [EA28+]

Description
Relentless…

Map Info
Recommended Settings
Number of Bots: 64-80
Game Mode: Point Match or Battle
Game Length: Normal (Point Match) or Short (Battle)
Respawn Time: 20-40 Seconds
Adjust Balance Slider if Necessary!
Items Seen in Screenshots and Tested for this Map:
https://steamcommunity.com/sharedfiles/filedetails/?id=3420455297

This map is packed with lots of foliage, so lower end systems may suffer performance issues!
Performance Improvement Mutators

Render distance decreaser by Hijong Park
https://steamcommunity.com/sharedfiles/filedetails/?id=2796715882
More Visual Config by Aya
https://steamcommunity.com/sharedfiles/filedetails/?id=2799415310

*Optional* Gameplay Improvement Mutators
Drowning Mutator by Panchuet: https://steamcommunity.com/sharedfiles/filedetails/?id=3358930007
NoParachutes by FilterUnfiltered: https://steamcommunity.com/sharedfiles/filedetails/?id=2913053239
Vehicle Burn Corpse Vanish by Aya:
https://steamcommunity.com/sharedfiles/filedetails/?id=2972475835
Limit bot respawn by Gangrenas: https://steamcommunity.com/sharedfiles/filedetails/?id=2923976190
Flight altitude changer by Hijong Park
https://steamcommunity.com/sharedfiles/filedetails/?id=2819996034

History
In December 1941, days after the attacks at Pearl Harbor, the Japanese Navy invaded Makin Atoll in the Gilbert Islands. Makin’s main island, Butaritari, would be transformed into a seaplane base to conduct anti-ship patrols.

After the raid on Makin in August, 1942, its small garrison of less than 100 personnel would be increased to more than 800 soldiers and laborers. The island would also be reinforced with light tanks, bunkers, and anti-tank defences.

With the wide reach of the Japanese Empire throughout the Pacific Ocean and mainland Asia, the only way for Allied forces to reach Japan would be to hop from island to island, seizing bases and refurbishing them for future offensives. The Gilberts Islands and its two occupied atolls of Tarawa and Makin would be the first to be captured.

Conducted by the US Army, the invasion of Makin Atoll began on November 20, 1943. For soldiers who landed to the west of Butaritari, little opposition was met, besides sniper fire and tanks being bogged down in shell holes. However, on the northern coast, heavy machine gun fire would be received, with landing craft getting caught on high coral. By November 23, it was declared that combat on Makin had ended.

With a force of nearly 6,500 US troops, Japanese defenders would face heavy casualties with an estimated 400 being killed, compared to American losses of 66 soldiers and 43 Navy personnel, after a turret on the USS Mississippi exploded. However, on November 24, the escort carrier USS Liscome Bay was torpedoed by Japanese submarine I-175, sinking with more than 640 dead, marking a dramatic conclusion to the Battle of Makin.


Developer Notes
Hey, welcome to the alternate variant of this map!
Although this project was first conceived to experiment with the Spec-Ops gamemode, I thought I would use this alternate version to test out implementing boats, which proved troublesome to add to Tarawa. My issue back then was a strange pathfinding bug, which prevented bots from being able to capture boats, after they dismounted their landing craft. But upon testing with this new map, as well as examining other level editor maps with amphibious assault sequences, I’ve concluded that it was probably mutators in my config conflicting, leading to the bots breaking. Overall, the navmesh shows that there shouldn't be any issues with ai navigation, so hopefully you won’t encounter any problems.

In general, because of this map's layout, boats seemed like a necessary addition, both to allow the defending team a way to easily recapture points and to slow down the match’s pace in the beginning. I will admit that their implementation is not exactly the best, especially for the Ravens and that it is all my fault with where I put the boat spawns, but at least they somewhat work.

I will say though that if I get enough bug reports of boats and infantry not working properly, then I’ll probably just cut them. I already tested this map without them and it works well enough. Plus, going through the RF Discord and reading people complain about boats makes them sound like a complete pain in the ass to add lol.

Other than that, the last thing I'll add is that I really, REALLY wish the editor had a feature where you could save prefabs. I ended up taking pictures with my phone of the assets I made for Tarawa in order to remake them here. But it would be extremely convenient if I could save and reuse them, cause I’m just so proud of what I did for that map and the new stuff I made for this project!

At any rate, I hope you enjoy this map! :)
9 Comments
Dayslow Feb 22 @ 1:37am 
Thank you for the help, I will defiantly use your tips to help me make my next map. Also thanks for directing me to the guide about adding the a custom map icon.
Zero_Name500  [author] Feb 20 @ 10:06pm 
Overall, I follow the idea of “you make these projects for YOURSELF first before others”. “Battle of Makin” and “Raid on Makin Atoll” have not performed as well when compared to my previous works. However, that doesn’t really bother me, because I made these maps to fill in what I wanted to see: an asymmetric, Attack/Defend map and a Spec-Ops map. In the end, both of these maps came out perfectly for my ideals, so I’m satisfied.

Once again, I’m not the best at explaining stuff, but I hope I could give you a bit of an idea of what goes through my mind when I make these maps!
Zero_Name500  [author] Feb 20 @ 10:06pm 
As for gameplay, when I work on these maps, one of the first things I do is I compile a list of references of maps from other games or the RF Workshop that I can pull from to create unique setpieces or find good map layouts. I rely heavily on the older Battlefield games (1942 and Vietnam), which tend to over exaggerate the look and features of real battles, in order to create fun video game levels. I also look around the Workshop and find maps that have a similar style to the map I want to make. For example, when I conceived “Battle of Makin”, I wanted an Attack/Defend style map, with elements of Asymmetric Warfare and recently, John the 3rd released “(PMP: Redux) Guam - 1941” with the same design I wanted for my map. Same goes for my Tarawa map, as a Japanese user (Steam: シュペー) already made an Editor map depicting that battle, which I studied and picked the features of that map that I liked (I enjoyed how open the map was, despite being small and narrow).
Zero_Name500  [author] Feb 20 @ 10:05pm 
@Dayslow Hi again! I’m really sorry for the late reply!

I don’t really know what advice I could give, as it really depends on the artstyle and gameplay style you want for your maps.

Because of the limitations of the Ingame Editor, I try my best to create my own distinct style that pushes the level of detail of prefabs, while also being slightly cartoony/exaggerated, as RF is a bit of a cartoony looking game. I try not to make my stuff super detailed, because of how laggy the game can get and sorta have the mindset of “do more with less”.

I also find it good to make the best use of all the assets available. For example, to make my maps more visually interesting, I use all of the different variations of the tree models, with differing heights and widths, instead of just copy+pasting one model and not varying things up here and there.
NoxPlays77 Feb 20 @ 3:25pm 
Mapa excelente!
Trizz Feb 16 @ 2:26am 
Goes hard
Dayslow Feb 15 @ 11:43pm 
Have you got any tips on how I can make maps that are good like yours?
Scattologie Feb 15 @ 6:24am 
i hope there would be more trenches or bunkers with machine gun for red defender
Titanus Feb 15 @ 12:07am 
noice