Operation: Harsh Doorstop

Operation: Harsh Doorstop

Boreal OilFields
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Update: 17 Jul @ 9:18pm

Update 11 V1.44

- Updated foliage materials so they dither at LOD levels, reducing noticeable pop-in of distant foliage
- More updates and adjustments to LODs
- Optimization adjustments for landscape and water materails
- Some cleanup of foliage

Update: 13 Jul @ 7:30pm

Update 10 V1.43

-Fixed broken asset references after 0.14.2 update.
-Repainted flowers due to Foliage type getting broken after 0.14.2 update.
-Fixes to puddle material
-Some changes to Landscape material.
-Changes to slope rocks and forest undergrowth
-Optimizations for Landscape
-Optimizations for Lighting
-Added sandbags and military gear to some buildings used for AAS capture points to make those points more obvious and interesting to fight over.

Update: 1 Jun @ 7:16pm

Update 9 V1.42

-Fix some asset reference issues that were causing crashes
-Added Helicopter spawn locations to east and west bases to prepare map for their eventual inclusion.
-Added additional main base flages to Classic mode (one airfeild and on aircraft carrier) to set up for eventual use with helicopters and aircraft
-Added invisible walls around aircraft carrier in classic mode to prevent people falling off and through map (water around aircraft carrier isn't set up for swimming yet.) (invisible walls don't affect vehicles.)
- Some fixes to water material
- Changed AAS routes to start with one contested flag in the middle to help people get into action more quickly from start of round.
- Changed selection ration of lighting layers to reduce how often overcast layer spawns. (Miday lighing 4:8 chance, Dawn/Dusk has 3:8 chance and overcast has 1:8 chance).

Update: 25 May @ 11:59pm

Update 8 V1.41 hotfix

-Turned AAS spawnpoints back on at request. (May make no spawn variant for AAS in the future if people want it).

Update: 24 May @ 7:51am

Update 8 V1.4 (more optimizations)

- Reduced triangle counts for all foliage types
- Utilized cheaper materials for foliage and undergrowth
- Reduced density of undergrowth in forested areas
- Replaced some foliage types with lower poly alternatives
- Adjustments to cull distance for foliage
- Adjustments to landscape material
- Reduced number of textures and instructions for landscape material
- Removed puddle mask and repainted puddles
- Adjustments to lighting layers
- Reduced/ adjusted particle spawn amounts for effects
- Reduced number of loaded textures for water material
- Removed tessellation from dirt road and tree materials to reduce triangle counts
- Improvements to road and rock materials
- Other adjustments I'm probably forgetting

Update: 16 Mar @ 3:09pm

Update 7 V1.33

- Adjustments to vehicles spawn location to help with logistic trucks not spawning for some factions.
(I tested all layouts with multiple different factions and did not see any issues of vehicles not spawning. If this keeps happeneing let me know for which faction and which starting location.)

Update: 16 Mar @ 4:19am

Update 6 V1.32

- Added vehicle spawns to classic mode and AAS
- Adjusted main base spawn points for Classic and AAS
- Removed spawn points from flags in AAS mode to align with base OHD AAS gameplay
- Initial fix for carrier collisions
- Added underwater shader volumes to shoreline
- Some replacements to buildings due to changes from update 0.14.0.0
- Minor tweaks to VFX

Update: 30 Dec, 2024 @ 5:13pm

Update 5: v.1.3
- Added Lighting variations: Sunrise/sunset, Mid-Day, and Overcast
- Added new east and west FOB bases in better locations for AAS layouts going from east to west.
- Added offshore aircraft carrier for harbor team to have a platform for aircrafts when they get added to game in future.
- Added Ambient sounds: forest will have rustling leaves, fields will have chirping birds, industrial areas have hum of machinery and shoreline has sounds of waves.
- Added new particle effects; fire for burning trucks and smoke to smokestacks
- Improvements/fixes to textures for landscape materials
- Adjusted wetness of mud textures
- New materials for rocks that are cheaper and retain details at varying scales
- Improvements to water material, specifically with shore foam and creating a more natural blend.
- Added fluid volume to water so players now swim and vehicles float
- Fixes to Navmesh values to improve bots movement on map, and added blocks to areas were bots get stuck.
- Added additional AAS flag route
- more minor tweaks and fixes I’m probably forgetting.

Update: 26 May, 2024 @ 10:30pm

Update 4: v.1.21

-Fixed rogue flag in classic mode.
-Added east/west bases for new AAS routes
-Replaced 3 flag AAS routes with new AAS routes
-Moved spawnpoints into cover for most AAS flags to limit spawn camping
-additional small fixes to objects in map to help with AI pathfinding.

Update: 19 May, 2024 @ 10:15pm

Update 3: v.1.2
- Tweaks to lighting and color grading
- Some minor adjustments and corrections to landscape painting.
- Increase capture radius for all capture points (on conquest)
- Removed collision from bushes and sapling trees.
- Removed projectile collision from grass fields.
- Fixed navmeshes for bots
- Split level into Classic Conquest and AAS for more options on servers
- Classic Conquest: Same flag layout as original BF2 map, Spawns only enabled at main bases.
- AAS: 4 routes with alternative starting points for each team.
- Added grid to minimap to assist in call outs and online cooperation.