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I also love the invasion idea!
And thank you for your thoughts on the AAS layouts. I'm trying to strike the right balance of distance between flags. It's helpful information to keep in mind. Thanks! =)
The "aas" layer is alright but it needs to have some changes with the flag capture routes to include more areas to capture, some of them are either a completely straight line or only have 3 flags you can capture which turns the very casual playerbase atm into a running simulator trying to get to the main point on the map. For AAS layouts the idea is to think of how the players are going to spawn for the main fighting point as players spawn 1 flag back from their current objective or defense point. Since the game is casual playerbase most people spawn on the objective and run rather then vehicles, so atm some of those layouts wont play that well. In my opinion of course.
Some know issues:
-Trees cull at a distance. This is intentional, there should be a update coming with the next OHD patch that will distant trees, but for know I hope people enjoy the performance boost.
- Bots are getting stuck on some objects, like bushes. I'm going to try to resolve this later in the week but didn't want it to hold up the optimization update.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3245027052