Archipelago Reimagined

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Author: Tony pepperoni

Last revision: 20 Jun at 18:23 UTC

File size: 63.13 MB

On Steam Workshop

Description:
Map Summary

Attack a series of islands to capture a vital logistics hub in a combined-arms offensive. Take the battle to the air, sea, and land within the battlefield of Archipelago Reimagined.

A Ravenfield classic now redesigned to be more balanced and faster paced

Changes:
  • Island area has been slightly reduced to bring the objectives closer to each other and in turn increase the chance for combat engagements.
  • The carrier has been moved to allow the attacking troops to gain an easier foothold within the archipelago.
  • The vehicle variety has been streamlined to keep the play entertaining while also balanced.
  • More cover and terrain deviation has been added to counter long distanced threats.
  • Destructable elements have been added to allow for a more dynamic environment.

And I’d like to give my thanks to those within the community who have remastered Archipelago in their vision; without their contributions I would not have had the adequate perspective to reimagine the map.

Level Description

Inspired by classic Battlefield 3 and Battlefield 4 maps like Wake Island and Paracel Storm, the layout follows a traditional Conquest structure. Each team begins with one pre-captured control point, with 4 neutral points placed within the map. The objectives are spaced closely to maintain a steady pace and keep you near the action.

The map makes use of destructible elements. These elements range from being as small as cardboard boxes to as big as construction buildings. These elements enhance the fighting and make for a more dynamic environment.

The night version of the map supports sight with or without night vision so that you can approach combat how you see fit.

The map can be played in all game modes. However, it has not been balanced for every game mode so there might be inconsistencies.

Additionally due to the amount and complexity of assets load times may be longer than expected.

Recommended Map Setup

[Normal] Bot Count: 64 – Battle Mode – Respawn Timer: 10 seconds

[Conquest Assault] Bot Count: 64 – Battle Mode – Respawn Timer: 10 seconds – Team Balance: Blue – 40, Red – 24 – Flag Layout: Red starts with all neutral objectives

Map Story

After the loss of a critical airbase the Eagles must look for any weakness in the Ravens’ frontline; one such weakness is a crucial resupply hub within the Tayir Gulf. After pre-emptive bombardments the Eagles will deploy an invasion force to capture the small archipelago.

Capturing this archipelago would allow for a greater offensive into the Tayir Gulf; but they don’t have the opportunity for a second chance.

Feedback

Any and all feedback is greatly appreciated.

Want More?

If you enjoy this map and want to play more from me, check out my collection of maps.
https://steamcommunity.com/sharedfiles/filedetails/?id=3521495657

Assets Used

All assets and textures used within the map are my own work (excluding the skybox and those bundled in RF-Tools). I do not give permission for anybody to use these assets or textures.

Skybox:
For the skybox I used the “ALLSky Free” asset pack
https://assetstore.unity.com/packages/2d/textures-materials/sky/allsky-free-10-sky-skybox-set-146014

Terrain:
For extra terrain tools I used the “Terrain Sample Asset Pack”
https://assetstore.unity.com/packages/3d/environments/landscapes/terrain-sample-asset-pack-145808

Mods Used Within Screenshots

UNcappedRAVEN’S Reshade Preset collection

https://steamcommunity.com/sharedfiles/filedetails/?id=3159463695&searchtext=reshade

Vanilla+ Overhaul packs

https://steamcommunity.com/id/csp499/myworkshopfiles/

A map made by Micheal Williams in the external Unity editor.