Squad
Wil's Fools Road [SQ v8.2] [Map] - [KOTH][ZEUS]
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Update: 13 Aug, 2024 @ 5:26pm

Update: 13 Aug, 2024 @ 5:00pm

Version 1.1.4

Minor tweaks to the terrain around Fortress
Fixes for various floating foliage discovered during testing.

this is the last update for the week (unless a hotfix is needed).

Update: 12 Aug, 2024 @ 1:39pm

V1.1.3
Workshop:
Updated workshop logo image.

New Layers:
WFR_FoolsRoad_AAS_v3 - Large Faction Setup | Night
WFR_FoolsRoad_TC_v2 - Large Faction Setup | Stormy

Layer Changes:
WFR_FoolsRoad_TC_v1 - Removed 2 territory cells to make the west side more impactful for combat.
WFR_FoolsRoad_AAS_v1 - Moved two POI's

Fortress is moved to Yedinorog
Train Station is moved to Logging Storage Site
WFR_FoolsRoad_AAS_v2 - Moved midcap to Trenches from FOB Papanov
WFR_FoolsRoad_RAAS_v1 - tweaked POI lanes. One point was off. Fixed typo in FOB Papanov

General:
Some map bug fixes to floating roads and meshes.
Updated a static mesh to have walls instead of floating beams.

Update: 2 Aug, 2024 @ 1:14pm

Hotfix - Forgot to set vehicles can start on defense team for v3 and v4 invasion layers.

Update: 2 Aug, 2024 @ 12:14pm

Changelog: Version 1.1.2
New Layers;
WFR_FoolsRoad_Invasion_v2 - Large Faction Setup
WFR_FoolsRoad_Invasion_v3 - Medium Faction Setup
WFR_FoolsRoad_Invasion_v4 - Small Faction Setup
WFR_FoolsRoad_Invasion_v5 - Large Faction Setup
WFR_FoolsRoad_PAAS_v2 - Faction Setup
WFR_FoolsRoad_Seed_v2

Light micro terrain changed around some points.
Added in a culvert for Logging Site and made a few tweaks to the point.
Hunted down floating foliage (there is a lot less, but it may still exist)
Made certain foliage have nav mesh collision for Zeus layer
Rebuilt the navmesh for Zeus layer and baked navigation.
Tweaked all the faction setups\voting for every layer including the 'vanilla' layers.
Cleaned up lighting types for each layer to match the lighting
Other polishing changes (lost track of counting, but this is in the hundreds)

Update: 30 Jul, 2024 @ 5:39pm

Slight terrain tweaks.
Moved Scrim layers to its own mod outside of Wil's Fools Road.

Update: 27 Jul, 2024 @ 11:09am

Had to re-overhaul all of V1 changes again including placement of all trees on the map again.
Added new tree type (Oak Tree) to give more open canopy feeling.
Expanded the mountains in the background.
Added more mud around Dinkem for attacks, but not to much.
Added hill path between Yedinorog and North Road Lake
Removed trees between Logging Site and Silver Castle.
Added some trees rotated and into the ground so they looked ripped up and knocked over for visual cover.
Logs between VCP Miru and Trenches have sharp holes, this has been smoothed out.
Removed trees and shrubs from sharp hills
Yedinorog
Slight foliage changes and more micro terrain
Aligned road railings to ground.
Dylym
Culvert is aligned better
Changed foliage in this area.
Logging Site Area:
Modified hills for more cover.
Added some MG nests using only sandbags and light paths.

LOD and Culling changes to various static meshes.

Slight foliage and micro terrain tweaks all over the map here and there.

Updated Minimap

Update: 20 Jul, 2024 @ 12:33pm

V1.0.7

Added in new layer

WFR_FoolsRoad_Scrim_P - Training

Layer consists of multiple pre-deployed HAB\FOBS for Comp Training Hab vs Hab.

Update: 19 Jul, 2024 @ 6:26pm

V 1.0.6 hotfix

Update: 19 Jul, 2024 @ 5:25pm

V 1.0.6

Hotfix for Scrim_v2 using the old Fools Road map along with the moded version.
Changed BTR-80 RGF varient to the IMF varient for the scrim faction setups