Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- Time of day now in late afternoon (night)
- Linear train system removed
- Underground hallways converted into mineshaft
- 3D skybox now with a variety of distant islands
- Few props removed from bottom of quarry
- Dev houses replaced with more detailed homes, in addition to a drop-down tunnel connecting into side of mineshaft system
- Killbox in ocean disabled
- Various lights added
- Water textures changed
- Quarry ground surfaces made more natural and overgrown with tower.
- Lower and Upper main tower stairs dramatically updated to seem more appealing.
- Main base islands / compounds now appear more natural.
- Started design on buildings and primary outpost on compounds.
- Bridge to compounds are now a man-made model with much more detail.
- Shortened extruding "heli-pads", which can no longer be used as landing sites for helicopters.
- Middle and bottom of tower have updated stairs to make way to floors above or below.
- Tower lower windows have been mildly updated to have frame cover stair nodraw textures.
- New supported platforms now extrude from side of tower.
- Dirt roads now include 4-way intersection on each side of main island.
- Alternate passage wrapping around corners of island now connected to dirt roads.
- Moderate optimisation using func_areaportal and func_occluder brushes.
- Tunnels now connect to an underground site on both sides of main island, each leading to a beach.
- Hangar bases now have overhauled mountain displacements, in addition to a new in-base level for more rooms (the Hangars will become the main bases for each side).
- Old compound islands removed.
- Updated detail to 3D Skybox displacements.
- Fixed, connected, and optimised quarry displacement walls.
- Props removed, moved, and added down in quarry.
- Upper and Lower tower stairs converted into props.
- Wooden beams and supports around and within tower converted into props.
- Outposts and Shacks now textured.
- Small clipping ramp added to entrances of outposts to avoid getting stuck.
- Grass displacement layer added on top of dirt displacement road and other geometry in quarry.
- Dirt road leading down quarry expanded slightly, with corner turns more curved for easier travel.
- Easter Egg added with unlockable secret room.
- Shack ladder entrance and car park w/lookout added to top of overhauled hangar base mountain.
- One of the two outpost cellars now have more props.
- Helicopter crash added to main island, parallel to side with pond.
- Bridge to Hangar base in process of being converted into more traditional bridge.
- Locker rooms beside underground warehouse are now server rooms.
- Main island grass and all other displacements optimised from power of 4, to power of 3.
- Quarry and Main Island walls are now taller.
- Henry Approved decal moved.
- Offices next to underground warehouses have been removed.
- Wooden trim on outside of tower have been removed.
- Destructible corner on lower half of tower has been removed.
- Cylindrical stone supports on outside of tower have been added.
- Lower base of tower now is now enclosed by much taller and thicker stone walls.
- Quarry tent moved to avoid clipping when attempting to enter.
- 'Timmy's Barn' Easter Egg added to one of the two shacks.
- Lights added to both shacks.
- Destructible stone tile added to entrance of shack vertical tunnel.
- Massive compound and hangar base upgrades
- Heavily improved framerates, with thick fog and 'Far Z Clip Plane'
- Tonnes of other small fixes and additions
- I haven't done this in such a long time, that there's so many friggin' changes and new stuff. Trust me. It's a lot.
Just a very very very casual passion-project of mine. :P
- Completed alternate routes onto mid-section of main tower
- Added large array of barricades and shipping containers as cover around alt. routes
- Beaches now AI accessible
- Added varies foliage around beaches
- Added beach container scripted event
- Updated admin room w/changes
- Added final AI nodes to entirety of main forest
- Added final AI nodes to bottom of quarry
- Updated power grid cables
- Updated wind parameters
- Added various props around tower helipads
- Added tension-bridge cables and other supports to tower bridge
- Updated compound lower walkway with entrance from alt. compound bridge route
- Added AI pathing to alt. compound bridge route into compounds
- Added barricade walls around some chosen trees
For more, go to the Trello page![trello.com]
- Excalibur scripted event added
- Buried Treasure scripted event added
- Ambient sounds scattered around forest
- Lockable vertical door positioned at entrance of compound control rooms
- Fixed functional issues with admin button display text
- Admin buttons now have animated button colours
- Additional concrete tree barricades surrounding outposts and tower entrances
- Additional standard concrete barricades around forest and quarry
- Improved visibility forest-wide with more floodlights
- Fixed tree lights casting no light beyond leaves
- Additional AI nodes added between areas with minimal pathing variety
- More props slowly being added to lower-hallways
- Increase in rocks on forest surface
- Fixed a couple displacement leaks
- Deleted a battery prop I forgot to get rid of, and somehow found again in a random tree
- Added new lighting to compound checkpoints
- Added speedbumps to compound checkpoints
- Added AI nodes to compound checkpoints
- More lighting around outpost exterior
- Haunted shipping container event added
- Admin button "Remove Events" updated
- Middle of main tower in progress of being revamped
- Additional vehicles and vehicle lights scattered around forest and quarry
- Added hope that this map might get released someday soon
For more, go to the Trello page![trello.com]
- Fixed small displacement leaks
- Fixed forest dirt road inaccurate sewing
- APC forward lighting extended with increase in brightness
- Mid-tower section revamped and expanded w/bunkers and roofing
- Compound control room and gun range buttons now animated
- Compound gun range targets textured
- Additional lighting added to bottom of quarry
- Fixed 'Henry Approved' easter egg
- Toggleable spotlights added to middle of tower, directed to helipad alt. routes
- Props scattered around middle of tower
- AI Nodes adapted to revamped mid-tower section
- Added Areaportals to new mid-tower windows and entrances
For more, go to the Trello page![trello.com]
- Fixed compound towers not connected to displacements below
- Added second HenryApproved easter egg to map
- Added large pillar support to center of main tower interior
- New hallways, prison cells, cafeteria, kitchen and bathrooms added to compounds
- Ambush tunnel connected to compound kitchen
- Fencing added around quarry surface
- Vast amount of propper, t-junction and brush vertex optimisation
- Freezer attached to compound kitchens
- General vent props added to compound warehouses and checkpoint buildings
- Props scattered around checkpoints
- Ocean damage, 'remove ammo crates', and 'remove chargers' buttons added to admin room
- Generator rooms added to quarry hallways
- Ceiling fans added around compounds
- wind_med1 trigger-able ambience added to beach tunnel exits
- Triggerable tree rustling ambience added around forest
- Button text sprites fixed (FINALLY)
- Hanging lights added to underside of main tower primary and secondary supports
- New underground roadway construction underaway, with main tunnels already added
- Miniature world props added to secret room
- Nodraw block optimisation under forest surface completely revamped
For more, wait for the final release on the 15th of October, 2024!
- Added some basic map props to compound and checkpoints
- Custom sign advertisements now appear on Checkpoint posting
- Addition stone supports added to lower and upper sections of central tower
- Updated Compound surface vehicle models to match team colours
- Various props added to compound bridges to split line of sight
- Buoy props added to ocean, with team-coloured sprites flashing above each
- Added vent props to lower compound
- Added air conditioning props and ambient sounds to compound barracks
- Optimized AI Nodes to avoid hitting limit
- AI Nodes now span across entirety of underground roadways
- Underground roadways are now split into teams, with a "no-mans-land" between (only accessible by infantry)
- Forest soundscape updated with audio, suitable for multiplayer
- Added old speaker poles with chance of playing every [1min/5min/7min/10min/11min/12min/13min], each with a chance to play one of three audio cues
- Dripping water particles now flow from quarry pipes
- Compound surface slightly modified to optimise accessible floorspace
- Shipping crate props added to compound surfaces
- Basketball now playable with soccerball. Please play basketball. It wants to.
- Flowers added, with no discernible function whatsoever. But I think you should touch them anyways
- Replaced wooden support beams from top of central tower, with sturdier concrete supports
- Ambient "sloshing" sounds added to deepest parts of quarry water and forest pond
- Added lighting for helicopter crashsite
- Added lighting for checkpoint ramp
- Told the shipping company to dump some anime doll shipments into the ocean
- Changed treasure model for underground thievery event
- Released final version of Landscape Conquest
The final version is out now! Take a look!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3349271459