We have opened up the beta that we are running which includes content for future updates for Rising Storm and Red Orchestra 2. If you would like to participate just download the "Rising Storm Beta" in your Steam games list. Then keep an eye out for playtest events announced in this game group. The next playtest is in 20 minutes, so if you hurry you can get in to play some new stuff now! Today we'll be playing the new RS map Betio.
The first official new Rising Storm map coming your way takes you to the beaches of Betio. Even today the effects of the Japanese capture and American assault of this island in the Tarawa lagoon can still be seen. As part of the American force you will be tasked with pushing off the beach and capturing the island, as the Japanese Special Naval Landing Force you will attempt to drive the attacking Americans back into the sea from dug in bunkers and trench lines. Over the coming weeks we will are looking at opening up the beta to gather more game play balance feedback.
Recently I mentioned we were working on fixing up and officially releasing Campaign mode, but that isn't all! Work has also been going into Skirmish mode. What is Skirmish you ask? Our take on co-op style play, featuring a small group of humans versus a team of enemy AI. And we will have this game mode playable in alpha state at PAX as we gather feedback! So stop on by if you are going to be there.
As always we continue to fix bugs and look at ways we can improve the game moving forward. See you on the battlefield!
I am pleased to announce that we have two new weapons entering the fight, with a new weapon for each front! First heading towards the eastern front we have the PPS sub machine gun for the Russians. The PPS was designed as a low cost, easy to produce replacement for the PPsH-41, albeit with a slower rate of fire. This should prove a boon to Russian assault troops who prefer more control.
And heading towards the pacific we have the Type 97 Sniper Rifle for the Japanese. The Type 97 is a marksman rifle based on the Type 38, with a lighter stock and sniper scope. Both weapons are scheduled to be included with our next content patch. Japanese marksmen who prefer the higher velocity of the Type 38 will have a new favorite weapon to bring with them.
Tripwire has also been helping the Vehicle Mod Team, working with them to produce the framework for working multiplayer troop carriers, as well as implementing a spawning system for them. These changes have been integrated into our latest beta builds, and have successfully tested. For testing purposes both teams have been equipped with a Universal Carrier, drivable and capable of carrying infantry. They are also set to spawn at active spawns (and de-spawn from ones that go inactive, as well as ones abandoned in the field). We expect the Vehicle Mod Team will be showing off more on this subject in the future as they continue their hard work to bring more vehicles on line!
We will also be at PAX Prime next week, with 4 stations set up for Rising Storm as well as demoing our up coming Ouya title set in the Killing Floor Universe.
See you on the front! And Moskeeto wants me to point people at this server: 184.108.40.206:7777 to join him in some S&D!
Tripwire Interactive have executed the final phase of an almost half-year long rescue mission. After identifying the winning maps of a $35,000 mapping contest, they managed to smuggle the first batch into Red Orchestra 2 back in April. Now, they've returned, and those that were left behind have become the brave survivors of Operation: Counterattack Map Pack 2.
Here's what the second community bundle contains:
Bridges of Druzhina, by Kieran Tobin: "features asymmetrical gameplay with the Soviets attacking across open country supported by a single tank, through a destroyed city and on to the final bridge." Cold Steel, by Johan van Pelt: "a lethal warren of huge factory buildings, creating both longer-range fire-fights and sudden, brutal close-quarters battles." Gumrak Station, by Maik Dokter: "a re-imagining of an old favorite from the original Red Orchestra, as the Germans assault through trenches and a small village to the railway station of the title."
The maps are now available in Red Orchestra 2 and Rising Storm multiplayer. And if you're not impressed by the official addition of maps that have been available on the Steam Workshop for months, a currently running Rising Storm mapping contest should ensure new warzones are due soon.
If you don't own Red Orchestra 2 or its Pacific brother Rising Storm, a current Steam sale has them both reduced until Thursday.
These are some of the best maps you’ll see – adding some great new gameplay. All are included for free for everyone who owns the game. Don’t forget there are more great community maps and content on Steam Workshop, so head on over there now! We’ve also got a trailer for the pack showcasing these awesome new maps.
The second Counterattack Map Contest Pack contains the following new maps:
* Bridges of Druzhina – features asymmetrical gameplay with the Soviets attacking across open country supported by a single tank, through a destroyed city and on to the final bridge. * Cold Steel – a lethal warren of huge factory buildings, creating both longer-range fire-fights and sudden, brutal close-quarters battles. * Gumrak Station – a re-imagining of an old favorite from the original Red Orchestra, as the Germans assault through trenches and a small village to the railway station of the title.
Rising Storm is now 50% off on Steam! With the Red Orchestra franchise pack and Tripwire Complete packs both 75% off! There is no better time then now to get your boots wet in the Pacific, or dirty in the rubble of Stalingrad!
**NOTICE** The RO 2 ownership bonus discount for Rising Storm does not apply during this sale.
Tripwire Interactive are proud to announce the "Banzai" Community Map Making Competition for Rising Storm. Rising Storm is racking up our highest review scores ever and PC Gamer recently named Rising Storm number 12 in it's list of the 25 best shooters of all time. In light of this success we decided to continue Tripwire Interactive's tradition of supporting our modding community with a mapping competition for Rising Storm. Last year's contest for Red Orchestra 2 produced an amazing selection of new community-made maps, so we are expecting great things from the Rising Storm mapping contest. Of course, to add some incentive, we are looking at cash and prizes totaling in excess of $25,000 - the Grand Prize is a full $10,000 in cash.
The contest starts NOW and will run with just a single judging. There will be an initial checkpoint (Checkpoint Alpha) on 3 Sep 2013, where you can submit your maps for some formal feedback from the judges. The final submission (Checkpoint Beta) is due 5 Nov 2013.
<ul><li>Full Gore Enabled for German builds of the game<br /> <li>InB4Reset experience bonus has been turned off</ul>
<ul><li>Fixed a bug where players who took over bots could not climb ladders<br /> <li>Fixed several cases where players who took over bots could end up in a stuttering state<br /> <li>Fixed a case where players were spawning outside of play area in FireFight<br /> <li>In Firefight, added Thompson SMG to automatic rifleman - Known Issue that this is not working on FF-Hanto<br /> <li>Fixed Engineers losing points destroying objectives on swapped team in Multiplayer Campaign</ul>
UI:<br /> <ul><li>Fixed a case where the spawn selection menu would disappear<br /> <li>Fixed Role Screen placing you in another role when players spawned<br /> <li>Added a message to the commander that called a recon plane in that lets him know if his recon plane was shot down<br /> <li>Added a kill message when a recon plane is shot down</ul>
<ul><li>Fixed iron sights on the lvl 50 BAR putting the player into the cover state<br /> <li>Fixed BAR not being able to lean out of left or right cover with iron sights<br /> <li>Fixed lvl 50 Type99 LMG scoped mouse sensitivity being too low<br /> <li>Fixed a case where players lower body would not animate during machine gun reloads<br /> <li>Fixed an infinite fire exploit<br /> <li>Fixed machine guns breaking when taking over a bot in Countdown</ul>
<ul><li>Fixed the recon plane sometimes not spawning when called<br /> <li>Fixed the recon plane sometimes starting it’s path from the wrong location<br /> <li>Fixed recon planes getting stuck between rounds<br /> <li>Recon planes are now easier to shoot down<br /> <li>Shooting down the enemy recon plane no longer gives a negative score<br /> <li>Improved damage effects for when recon planes are damage or shot down<br /> <li>Modified the points awarded for killing a recon plane</ul>
<ul><li>Objectives A and B now lock when captured.<br /> <li>Increased capture time of A and B from 15s to 20s.<br /> <li>Reduced capture time of C from 30s to 25s.<br /> <li>Fixed cover bugs.<br /> <li>Fixed missing / misplaced sounds.<br /> <li>Fixed a stationary MG at A that was too low</ul>
<ul><li>Increased capture time of the Base Camp (d) from 15s to 25s.<br /> <li>Fixed cover bugs.<br /> <li>Fixed missing / misplaced sounds.</ul>
<ul><li>Objectives A and B now lock when captured.<br /> <li>Increased capture time of A and B from 15s to 20s.<br /> <li>Reduced capture time of C from 30s to 25s.<br /> <li>Fixed cover bugs.<br /> <li>Fixed missing / misplaced sounds.</ul>
<ul><li>Reduced Axis spawn time from 25s to 20s.<br /> <li>Modified the capture volume shape on the last objective slightly.<br /> <li>Cleaned up NoArtilleryVolumes.<br /> <li>Fixed cover bugs.<br /> <li>Fixed missing / misplaced sounds.</ul><br />
<ul><li>All 3 fixed MGs will now spawn at the first two objectives instead of randomly picking 2.<br /> <li>Moved Axis spawn for the Airfield Defences (b) back about 20 meters.<br /> <li>Fixed cover bugs.<br /> <li>Fixed missing / misplaced sounds.</ul>
Barashka:<br /> <ul><li>Fixed radios not working in Barashka 16p version</ul>