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My video series of Hostage Rescue missions continues on great Industrial-themed maps and for the first-time features recordings from the AI's perspective in Spectator Mode.

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Rainbow Six 3 has a catalogue of great maps of every type, and many of my favorites are industrial maps. Throughout Ravenshield and its expansions there are a variety of stunningly detailed factories and work zones that are the perfect location for a hostage standoff. In the real-world, locations like these are generators of precious resources and it is plausible that they would be seized by hostile groups.

Storage Facility (Spectator)

Warehouse (Spectator, this is the Ravenshield MP Map not the Athena Sword story mission)

Oil Refinery (Spectator)

Operation Tower Shark (Spectator, this is the Docks story mission)

Lumber Yard (First-Person Mode)

Construction Site (First-Person Mode)

My first 2 videos used the traditional FPS viewpoint locked to a single operative, but after that I started to record in a totally new format. Spectator Mode is one of the great components of Rainbow Six 3 that is often overlooked. It is invaluable for testing the AI in development for ECT, and also makes for some killer recordings. It allows you to control the mission plan and listen in on the team's communication, without getting to control a character from the First-person view. ECT is about AI more so than shooting so going forward I'll probably record mostly from Spectator, or possibly try to cut with a combination of viewpoints.

Development of ECT has seen steady patches and improvements, focused mainly on room-clearing and AI-led teams. I designed a new system for room-clearing similar to what I tested in V1, but far more refined and optimized. It is based on real US Military doctrine and the positioning is taken straight out of the Infantry field manual. It also is meant to keep operatives out of the fatal funnel (aka the doorway) and not interrupt their flow between waypoints. Human-led teams will also see all the new improvements when you order teammates to "Open and Clear" a room. Every room is unique, so improvements will be continuous as I go through different maps. For my next series, I plan on focusing on Civilian infrastructure and government maps, such as Bank and Embassy, and improving the AI's maneuvering in tight rooms will be essential.

For developers, be sure to check out my Github Page where I maintain a collection of modding guides and resources. Tune up your Powershell scripting, RegEx searching, and documentation skills all while making Ravenshield mods! You can also find the ECT online Readme and Change-log there.

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armitom
armitom - - 135 comments

Thank you so much, for your continued support of the mod! The AI in R6-3 always needed some extra work to say the least!

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