Squad
Wil's Fools Road [SQ v8.2] [Map] - [KOTH][ZEUS]
Showing 31-40 of 84 entries
< 1  2  3  4  5  6 ... 9 >
Update: 19 Jul, 2024 @ 3:37pm

Minor tweaks to the road connections north of VCP CAST.
Moved spawners for Scrim_v1
New Layer - WFR_FoolsRoad_Scrim_v2 - layer is based on Territory control with much smaller territories designed for 25v25 players in mind for smaller coordinated matches.

Update: 18 Jul, 2024 @ 5:53pm

V 1.0.4
Additonal minor tweaks to culling distance to reduce some popins or prevent walls dissapearing when viewed from a distance.
Created custom faction setups for small scrimage style of play.
Each faction has access to Logis, Transports, MRAP style LTV's and 1 light APC.
Created new layer WFR_FoolsRoad_Scrim_v1 - this layer has faction voting for all the new faction setups for scrimmage style play.

Update: 15 Jul, 2024 @ 3:34pm

Hotfix for redering issues from V1.0.2 (forgot to add back the dephmap)

Update: 15 Jul, 2024 @ 11:15am

V1.0.2

Slight changes around Logging Site
Slight changes to Roads again.
Slight changes to max culling distance to some objects to reduce popins.

Update: 14 Jul, 2024 @ 8:44am

V 1.01 - Minor Changes
Removed a few trees near the road in South East Insertion Point.
Forgot to change the colormap for the map, this was meant for V1. (Colormap follows closer to Mestia now and should not look as tiled around the edges)
Increased view distance for tunnel entrances
Moved the culvert slightly around Dinkem

Update: 13 Jul, 2024 @ 4:36pm

Version 1.0

Finished all planned changes and fourth phase of general optimization.

Future updates will be more focused on balancing changes for POI's and new layers.

Tons of minor changes to terrain and foliage.
Tweaks to collision meshes of various objects and rocks.

Fools Road ZUES layer got a major upgrade to the navmesh to prevent bots from getting stuck on foliage. (may be some issues with the changes, please lelt me know in the comments\threads.)

Update: 10 Jul, 2024 @ 3:32pm

Finished all plan terrain changes on the map.
performed a third general pass of optimization changes.
Other various tweaks and changes.

Update: 7 Jul, 2024 @ 3:40pm

Re-placed most of the foliage.
Second pass of optimization.
Minor tweaking of road curves.
Removed main protection in WFT_FoolsRoad_Showcase

Update: 5 Jul, 2024 @ 5:29pm

More Micro Terrain editing
Terrain changes near FOB Papanov to help make the point possible for attacks.
Minor tweaks and changes.
Updated ingame map.
Recasted the navmesh for Zues layer
Changed vehicle spawners for Showcase layer so more vehicles can spawn besides transports.

Update: 29 Jun, 2024 @ 12:01pm

Additonal changes to foliage.
Softened some areas of the terrain to reduce hard edges.
Cleaned up some floating foliage.
Added wind to layers using the spring weather layer.