Squad
Wil's Fools Road [SQ v8.2] [Map] - [KOTH][ZEUS]
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Update: 4 Nov, 2024 @ 5:42pm

Rebaked the navigation mesh for the Zeus layer. This should not provid support for bots using vehicles and better navigation in vehicles as well.

Update: 1 Nov, 2024 @ 12:48pm

V1.1.10

Removed some unused assets.
Pushed out many changes and fixes for reported bugs from the discord server. Thank you to all those that found them and reported them.
Rebaked the navmesh for the Zeus layer

Update: 25 Sep, 2024 @ 6:44am

Updated to 8.1
Bot's added to seeding layers.

New showcase layer based on seed. Uses seeding rules and bots, but large faction setups. Tanks and Heli's are available.

WFR_FoolsRoad_Showcase_Seed

Update: 17 Sep, 2024 @ 5:54pm

V1.1.8

Minor tweaks and fixes.
Added in some extra signage for a event. Requires ZEUS and can be found under deployables.

Update: 29 Aug, 2024 @ 3:05pm

V1.1.6

Grouped more similar meshes together to reduce draw by utilizing instances.
Minor terrain tweaks around Mine Entrance
Moved all lights to their own level for layering. They are not needed for day maps and this will reduce some lighting shaders costs in certain areas around the map.
Other minor tweaks.

Update: 25 Aug, 2024 @ 8:36pm

V1.1.6

Reduced static shadow counts for various meshes and foliage.
Reduced grass density from 65 to 45 for the main grass.
Minor tweaks and changes for 'optimization'.
Updated the showcase layer to have two helipads now with still static US and RUS heli's along with any that may exist for the faction unit.
Combined several similar meshes together to reduce draw count.
Fixed LOD for bridge.
Various fixes for floating foliage.
Fixed floating car in Dinkem

Update: 25 Aug, 2024 @ 8:35pm

V1.1.6

Reduced static shadow counts for various meshes and foliage.
Reduced grass density from 65 to 45 for the main grass.
Minor tweaks and changes for 'optimization'.
Updated the showcase layer to have two helipads now with still static US and RUS heli's along with any that may exist for the faction unit.
Combined several similar meshes together to reduce draw count.
Fixed LOD for bridge.
Various fixes for floating foliage.
Fixed floating car in Dinkem

Update: 18 Aug, 2024 @ 10:18am

V1.1.5

Multiple fixes to floating foliage found.
Made it so premade hab\fob can not be dug down for seeding layers.
Minor consitency and polishing cleanup.

Update: 14 Aug, 2024 @ 9:50am

Hotfix again for 'tunnel'. I merged some similar meshes together for proxies to reduce drawn count and some meshes decided to be fully removed.

This should cover all of them at this time. Sorry about that.

Update: 13 Aug, 2024 @ 6:05pm

1.1.4 hotfix