The goal of this update was to make A and C more defendable and clean up small issues. Updates include:
Major changes to A: A longer by 192 units, cart track now 208 units longer due to this and a slight shift back on start. Major wood building on A reworked next to geyser to make it easier to defend. Lower ceiling higher with more room to breath. Small area added to better shelter teleporters. Small heath and med ammo added to Concreate drive next to large concreate wall Slight changes along tracks to enable more defence and sentry positions
Entrance from A to B now wider, more room to breath
:15 more added to the clock after A is capped, to help capture B
Made engi bunker on B 28 units shallower. Make it slightly easier to destroy the nest inside. Med health made a small health pack
Large geyser partlcle updated to be thinner
Geyser rocks added
Stairs on building on D removed on one side
Two new posters added, Visiable on A, B and C
Deeper detailing on A and in other area's of he map
New custom signs forcused on extinction theme added across map
C cart path 44 units longer through industrial building
After B is capped, Red spawns on a curve from instant spawn and normalizes to 15 seconds after ~40 seconds, to help C set up better/faster to defend on C,
Some lighting improvements for the detailed areas
Red respawn time reduced for first round by 1 second, and increased for 2nd round by 1 second
New 2nd set of spawn points enable further back in red spawn on final round
Major change to D with new path. Lots of other changes included in the list below with more detail on D's changes:
New tunnel on D, lower route closed up, geysers added to path (always on) to add additional path for Blue. Work as a one-way path only
Final defending building on D raised, more cover given, and a new, slightly longer path for Blue to get into the building
Point C is 48 units shorter to capture, D is now 48 units longer as a result
Sniper lines cut down on sniper lines on A with new rocks near blue entrance, a new wall on the red building, and more rock surface blocking angles
Sniper lines cut down on C with new water prop and props in upstairs window, the wooden wall next to tracks now 16 units taller
Updated custom geyser water rings, new large geysers
More optimizations on A, B, and D
Small issues fixed throughout (textures, clipping, etc)
New ammo pack on A near middle geysers, new small health and ammo packs upstairs from B to C, new med health added to D in the middle path
Geyser sounds added to geysers
Additional detailing added to C
The geysers random "off time" was brought down by `1.2 seconds on average across all geysers. So geysers will be off for ~10% less long time now across the map
Finally made the jump to Beta. Map has a lot of new detailing packed into it and better optimizations.
Updates include:
Most of C now detailed
More optimization map-wide, reductions in levels of detail for water, and custom model
Health and ammo altered slightly in places on C and D to help promote different routes
Improved clipping
Slightly more cover from snipers on C
Triceratops skull complete, Triceratops mega skull updated from placeholder on C, few more dinosaur bones added across the map
Timing of one set of geysers starts 10 seconds sooner to help teach Red about the geyser system better at the start of round. Geyser next to A point main geyser affected
env light changed (color), env sun added, sun position and shadows
Final stage reduced in length by 112 units. Final red Spawn units an average 16 units shorter walk out of spawn. Shorter walk from Red final spawn to C by 112 units as a result, shorter cart length shorter on D also and slightly smaller play area. A small amount of width reduced
Probably last Alpha. This update features some more room in areas it needed it.
A14 updates include:
First blue spawn room area made smaller on left side facing the cart. Opening pulled back closer to spawn to make first paths take longer to get to A. More open are leading up to buildings by ~250 units. Glass windows changed so you cannot see in from Red's side
~128 units added to A's open area in length, same with cart path
Added new large geysers to A, to allow for quick re-entry to the main building for Red
New small geyser added to B to help teach Red
Ceiling in lower hall 8 units taller, one wall thinner, providing 8 units more space. Extra props for potential cover, going into B for blue
~150 units added to B's open area, same length added to the cart from A to B
Water now deep enough to extinguish flames on water pool on deep area of B
40 units added to B's cart path, C cart path now 40 units shorter due to this
After B is capped, Red respawns within 2 seconds, then respawns return to normal
Fixed players being able to parachute jump from B to C over outer side
Additional detailing added to C's industrial building
Max cart time reduced by :15, now a max time of 8:30 allowed
More optimization
C point pushed back by about ~35 units. D cart part now ~35 units shorter due this
Sniper deck on C nerfed for blue, brushwork fixed
Fixed errors, places were players are getting stuck
Additional space added to Red building upstairs on C for nesting/teleporter placements. Lower area shelled out for more room for sentries
New nesting area for blue for D. Slim amount of room added to path from C to D
Reduced or stopped the ability stickies going over spawn on Blue on A, B, and D
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