Riverside Village

This map is designed as a 'capture and defend' style map for multiplayer conquest mode. The main US and VC bases are not capturable. The...

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This map is designed as a 'capture and defend' style map for multiplayer conquest mode. The main US and VC bases are not capturable. The Fishing Village along the side of the river is where the action is meant to take place. There are four control points within the fishing village, and a fifth control point at the Temple Ruins. When one team controls either all four Village control points, OR any two Village control points and the Temple Ruins control point, ticket bleed for the opposing team will commence. Spawning within the village is not possible except by means of mobile spawn points (one is provided for each team.) The US side will need to airlift their land vehicles over to the mainland if they intend on using said vehicles for capture/defense purposes. There is a small clearing to the East of the Eastern-most control point for the village that is meant to be used as a staging area for the US troops (Vehicles may be airlifted to this area, as well as troops.) There is also a secondary clearing that can be used as a staging area by US troops, that is located to the SouthWest of the Southern-most control point for the village.

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Download 'riverside_village1_0.zip' (7.77MB)

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Riverside Village 1.0 (Multiplayer Only)
by TTB_Deathboy

May 12, 2004


************
Installation
************
Extract the contents of the .zip archive to your
'EA GAMES\Battlefield Vietnam\Mods\BfVietnam\Archives\BfVietnam\Levels' folder.


**************************
Frequently Asked Questions
**************************
Q: After installing the map, my Battlefield game crashes after the splash screen.
   What is causing this?
A: If you are using Windows XP, and use its built-in .zip file extractor, then
   the files may have been extracted to a folder named after the zip file. Make
   sure that Riverside_Village.rfa is located in your 
   'EA Games\Battlefield Vietnam\Mods\BfVietnam\Archives\BfVietnam\Levels' folder,
   and not in a folder located within the Levels folder. If a folder exists inside
   your Levels folder, move the contents of the folder into the Levels folder, then
   delete the folder that has the same name as the .zip file. There should be no
   folders located within the Levels folder. If there are, it will cause the game 
   to crash when its trying to load.


*******************************
Map Information for Version 1.0
*******************************
This map is designed as a 'capture and defend' style map for multiplayer conquest 
mode. The main US and VC bases are not capturable. The Fishing Village along the 
side of the river is where the action is meant to take place. There are four 
control points within the fishing village, and a fifth control point at the Temple 
Ruins. When one team controls either all four Village control points, OR any two
Village control points and the Temple Ruins control point, ticket bleed for the 
opposing team will commence. Spawning within the village is not possible except by 
means of mobile spawn points (one is provided for each team.) The US side will 
need to airlift their land vehicles over to the mainland if they intend on using 
said vehicles for capture/defense purposes. There is a small clearing to the East 
of the Eastern-most control point for the village that is meant to be used as a 
staging area for the US troops (Vehicles may be airlifted to this area, as well as 
troops.) There is also a secondary clearing that can be used as a staging area by 
US troops, that is located to the SouthWest of the Southern-most control point for 
the village.

***********************
Revision History
***********************

***********************
Beta Build 0.21 Notes
***********************
This build is a release candidate. Providing no problems are found with the map, 
then this version will be released publicly as version 1.0.

Changes/Fixes from Beta Build 0.20
	- Added a health locker to the Temple Ruins.
	- Added an ammo crate to the Temple Ruins.
	- Removed secondary VC Mobile Spawn, as I felt it was unbalanced.
	- Changed VC Mobile Spawn respawn time to 1 minute.
	- Changed US Mobile Spawn respawn time to 1 minute.
	- Fixed a couple more instances of floating trees that I came across.
	- Changed object spawns to coincide with the settings from Operation
	  Hastings. All vehicles will respawn 30 seconds after they are 
	  destroyed. Mobile Spawns will respawn 1 minute after they are 
	  destroyed.
	- Modified Ticket Bleed conditions. Ticket bleed for the opposing
	  team will now commence when one of the following conditions are
	  met:
		- A team controls all four village control points.
		OR
		- A team controls any two village control points plus the
		  Temple Ruins control point.
	- Added a health locker to the burned village area.
	- Added an ammo crate to the burned village area.
	- Generated basic surface shadow maps. Advanced shadowing options
	  seem to cause Battlecraft to stop responding. After around 41
	  hours waiting for it to finish generating production quality 
	  shadows, I had to stop the process and generate medium quality
	  shadows instead. Because of the problems encountered while 
	  trying to generate production quality shadow maps, the final
	  version of the map will include just the shadow maps that are
	  in this release candidate, unless an updated version of 
	  Battlecraft Vietnam becomes available before the official public
	  release of this map.
	- Touched up some of the undergrowth around the village areas.
	- Added more objects to give some 'polish' to the village areas.
	- Added a custom loading screen.


***********************
Beta Build 0.20 Notes
***********************
Changes/Fixes from Beta Build 0.11a and 0.11b
	- Modified the terrain on the opposite side of the bridge coming out of
	  the VC base in an effort to alleviate excessive vehicle damage when
	  crossing the bridge.
	- Modified the terrain on the opposite side of the bridge coming out of
	  the NVA base to allow amphibious vehicles to come up on land on either
	  side of the bridge.
	- Modified and extended the beach at the village to allow for a more
	  natural looking slope leading up to the village sections.
	- Added a clearing to the southwest of the southern-most control point
	  in the village to allow for an alternate staging area for US troops.
	  This clearing is closer to the US base, and should make airlifting
	  vehicles a bit easier.
	- Added a road extension to allow access to and from the new clearing
	  meant as an alternative US staging area.
	- Smoothed out the terrain on the island side of the bridge that leads
	  to the village in order to make getting on the bridge easier.
	- Added some basic foliage around the base of each of the control points
	  in order to give units trying to capture the control point a bit of 
	  cover.
	- Fixed several instances of the ground showing up through the bottom of
	  several hut floors in different sections of the village. There should
	  be no more instances of this happening in village buildings.
	- Increased the control point capture radius from 5 to 10 for each of the
	  village control points, essentially doubling the distance you can be 
	  from the village control points to convert/capture them. This will allow
	  for some control points to be captured from within nearby buildings. 
	  Note that the radius of 10 is the setting used in Operation Game Warden. 
	  This should allow for more cover when capturing/defending control points.
	  This change does not apply to the new Temple Ruins control point, which
	  has a radius of 5 so that it can not be captured as easily. There are
	  sandbags in place in order to take cover when attempting to capture this
	  control point.
	- Added a small dock and 2 Sampans to the VC base at the river.
	- Found and fixed all instances of trees appearing inside huts. There
	  should be no more instances of this happening in village buildings.
	- Found and fixed every instance of floating trees that I could find.
	  I will continue to look for additional instances of this behavior,
	  but most, if not all instances of this should now be fixed.
	- Started adding some basic objects to the village areas to give them a 
	  bit of a 'lived in' look. A few more items will be added, however I
	  don't want to clutter the village areas, so I've been adding very few
	  items at a time.
	- Added two Vespa spawns to the eastern-most village control point. Note
	  that the vespas should spawn regardless of which team controls the
	  control point, as they should be considered neutral villager's vehicles.
	- Added a second mobile spawn for VC. Changed the delay for the US mobile
	  spawn to a minimum of 1 minute and a maximum of 2 minutes. The minimum 
	  delay for the VC mobile spawns are a minimum of 3 minutes and a maximum
	  of 4 minutes to balance out the availability of two mobile spawns for VC
	  versus the 1 mobile spawn for the US. (Note a second mobile US spawn does
	  not currently work. If a second crate is placed, it can only be used for
	  health and ammo and would not allow players to spawn at it. Because of 
	  this limitation, I did not place a secondary spawn crate for the US.)
	- Modified fog color to better integrate it with the skybox.
	- Added a temple to the map, between the two US staging areas.
	- Added a new control point, 'Temple Ruins' to the temple. All five control
	  points must now be controlled by a team in order to start ticket bleed
	  for the opposing team.
	- Added some burned huts to the new, secondary US staging area, along with
	  a crashed huey, for purely aesthetic reasons.
	- Added roads to allow vehicles access to and from the new Temple Ruins area.
	- Moved the positions of the Huey, Chinook and Cobra choppers in the main US
	  base, to allow a little more room for manuevering during take-off, landing,
	  and airlifting.


Known Issues
	- The map is not currently play balanced. More play-testing is needed to
	  determine if one side has too much of an advantage over the other side
	  during even-teamed matches. Vehicles may be added or removed to balance
	  out the gameplay of the map before the final version is publicly released.
	- While most of the floating trees should have been addressed by now, there
	  still may be a few instances that I haven't found. I am continually going
	  over the terrain in attempt to locate any remaining instances, but have
	  not been able to find any more that are exhibiting this behavior.


***********************
Beta Build 0.11b Notes
***********************
Changes/Fixes from Beta Build 0.11a
	- Modified the init.con file in an attempt to eliminate lag issue some testers
	  were experiencing.

***********************
Beta Build 0.11a Notes
***********************
Changes/Fixes from Beta Build 0.10a
	- Added new objects to US Main Base to give it a more finished look.
	- Fixed light source angle to reflect the position of the sun in the skybox.
	- Moved around buildings in the village and added a few more. Tanks and other
	  ground-based vehicles should now be able to navigate more easily through the
	  various sections of the village.
	- Increased game viewing distance for the map to make flying easier.
	- Decreased Control Point conversion time for each Control Point in the village.
	- Increased view distance of trees, to make them visible at further distances
	  to reduce 'pop up' effect when viewing jungle areas from aircraft.
	- Modified Overgrowth and Undergrowth to include different models in order to
	  'fill in' the jungle areas.
	- Increased the time before a vehicle is considered 'abandoned' and starts taking 
	  damage (which eventually destroys itself, so a new one will spawn at the base.)
	- Disabled the timer on mobile spawn points, which was causing them to be
	  considered abandoned, causing them to eventually self-destruct.
	- Disabled the auto-damage on mobile spawn points that was causing them to destroy
	  themselves when they were considered abandoned.
	- Added two M113's to US Main Base (spawnable) to balance out the availability of
	  amphibious vehicles on the VC team.
	- Smoothed out the roads a bit leading out of the VC Base to make the drive to the
	  Village a little smoother (and a bit easier to navigate.)
	- Found and fixed a most of the 'floating trees', but still have a few left that
	  need to be tracked down and fixed.
	- Found and fixed trees sticking out of the water. There should be no instances of
	  this happening left on the map.
	- Modified the position of the spawn camera.


***********************
Beta Build 0.10a Notes
***********************
Changes from Alpha Build 0.01c
	- Full vegetation has now been implemented across the entire map
	  (overgrowth and undergrowth).
	- Skybox has been changed to the one from Lang Vei. The sky has
	  been rotated to the east to make it appear as though it is sunrise.
	- Medical cabinets and ammunition crates have been added throughout
	  the village.
	- Fog settings have been changed in order to make flight possible.
	  There is still a good deal of fog, so viewing distance will be impaired.
	  Fly carefully.

Miscellaneous Notes
	- The map is now in it's first Beta version. It will be tested for balance
	  and any changes to vehicles, etc. will be implemented once I've gotten
	  feedback on the vehicles that have been included in this release.
	- "Finishing touches" such as various objects scattered around the bases and
	  the village have not yet been implemented, but will be in the next version
	  or two.
	- This is a multi-player only map, as such, it is only available in Conquest
	  or Evolution modes. Co-op play and single play are not possible as there
	  is no A.I. for the bots to use.
	- To take a 'tour' of the map without actually playing with anyone, you can
	  start a local multiplayer game. To do this, choose Multiplayer from the 
	  main game menu, click on Create Game, select the Riverside_Village map,
	  make sure Conquest is the selected mode, then click on Start Local.


***********************
Alpha Build 0.01c Notes
***********************
Changes from build 0.01b
	- Preliminary Overgrowth has been added.
	- Undergrowth has been started (but not completed) around the VC base.


***********************
Alpha Build 0.01b Notes
***********************
Changes from build 0.01a
	- The Fishing Village has had all four control points implemented.

	- The Fishing Village has added structures.

	- Team Point Bleed has been implemented when all four Fishing Village control points
          have been capture by the opposing team.


***********************
Alpha Build 0.01a Notes
***********************
	- Vehicles that are included in the map currently may not reflect the vehicles that
	  will be present in the final version of the map.

	- This map has not yet been playtested for balancing purposes, so the selection and 
	  number of vehicles may change in the final version of the map.

	- No undergrowth, overgrowth or vegetation of any kind has been implemented on this 		  map as of yet.

	- The Fishing Village currently only has one of its four control points implemented.
	  This will change as the village is completed.

	- The Fishing Village has not been completed as of yet. More structures will be added,
	  along with ammunition and health crates/lockers.

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