Squad
Wil's Fools Road [SQ v8.2] [Map] - [KOTH][ZEUS]
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Update: 27 Jun, 2024 @ 12:16pm

About 95% of the terrain changes are done and the remaining 5% is to be determined if needed to add more micro terrain changes to POI's to increase viability of attack and\or defend.

Updated in game map to reprisent the full map now.

Many other changes and removing unused\unecessary assets to reduce mod size.

At this time, I am on the tail end of the planned version 1 changes and am entering the final testing phase. However, this phase requires seeing the map in action to guage where any changes needs to be performed if any at all.

Consider this a release canadite for Version 1.

Update: 26 Jun, 2024 @ 4:07pm

Major terrain changes around Dinkem.
Added soft boundaries to all layers.

Minimap needs to be updated for terrain changes and boundaries. I am still finishing up micro terrain before making the final map.

At this time, this project is nearing completion for Version 1 (v1).I had some other ideas to implement, but I will hold off on them until v1 is complete and I am working on v2.

Update: 25 Jun, 2024 @ 1:47pm

Hotfix for some mesh textures missing.

Update: 25 Jun, 2024 @ 10:55am

Finished the first general pass of optimization. There may be some known issues of some foliage pop-in at a distance, most notably with rocks and bushes. If there is anything egregious, please leave a comment as well as your map coordinates and details.

Update: 22 Jun, 2024 @ 12:34pm

Performed another pass on all layers to cleanup POIs.
Additonal micro terrain changes on some POIs.

Update: 19 Jun, 2024 @ 11:04am

Added in a new POI (yet to be named).
Minor terrain changes.

Map is not updated to reflect changes at this time.

Update: 16 Jun, 2024 @ 1:47am

Updated textures to various foliage.
Minor foliage tweaking to the map.
Other tweaks.

Update: 15 Jun, 2024 @ 10:42pm

Added in support for layer templates and created a repo and second mod for this. See main page for details if you are another modder or looking for resources to make layers using this map. It is rudamentary and lacks the level. For a temporary solution, add the original Fools Road map as I tried to use most of the original terrain idea for my model.

Added WFR_FoolsRoad_Seed_v1

Changed PAAS_v1 faction setup.

Update: 13 Jun, 2024 @ 7:48am

Fixed map offset.
New testing layer - WFR_FoolsRoad_PAAS_v1

Update: 12 Jun, 2024 @ 3:45pm

Huge update.

Updated mod to V8.
Overhauled the vanilla layers to use some of the new points or incorporate them for flanking\staging.
Tons of terrain changes and POI changes.
First round of optimization to textures and non statics.
Added in extra ambiance sounds.
Moved GMGELFR_FoolsRoad_Zues layer to the main map map named WFR_FoolsRoad_Zues (Needs SquidBots to work)
Tons of other little changes lost to bad changelog practices...