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Asym2 FantasMud b3

A collaboration between Muddy and Fantasmos

  1. Bug Fixes

    Fantasma
    Just small bug fixes that don't change gameplay:

    • Clipping on blu cave
    • Clipping in front of blu spawn on railing at corner intersection
    • Z-Fighting at building outside blu spawn
    • Door in blu spawn Railing at blu spawn
    • Crate on A slightly slightly lowered
    • Doors at blu spawn fixed
    • Seam at blu spawn
    • Spawn doors have light for ressupply
    • Brush in red spawn fixed
    • Extra Cubemaps
    • Slight lighting change on lava at B
  2. Fixes

    Fantasma
    Bug fixes
  3. BUg Fixorama

    Fantasma
    • Fixed HDR Lighting in places
    • Gave blu attackers ammo at A
    • Fixed solid rocks
    • Fixed Red doors
    • Fixed broken spawn room entity
  4. BUg Fixorama

    Fantasma
    • Fixed HDR Lighting in places
    • Gave blu attackers ammo at A
    • Fixed solid rocks
    • Fixed Red doors
    • Fixed broken spawn room entity
  5. Packing Update

    Fantasma
    Packed it, oops.

    Also forgot:

    • Added some soundscapes
    • Added areaportals
    Other Hiccup:
    • Dev texture in blue spawn entrance
  6. The Lighting + Texture Pass

    Fantasma
    We gave the map a major lighting and texture pass, which gives a base idea of the direction we're taking the map. There are some slight changes here and there due to this, as we properly aligned brushwork here and there, and neatened up some displacements, however no fundemental gameplay changes have been made other than:

    • Removed glass on A point holdout (This will allow players on the point to hide underneath slightly, a slight buff for mobile classes)

    We're hoping this...
  7. Filp-Flop-Slam

    Fantasma
    • Flipped B horizontally
    • Moved doors around
    • Cleaned up sightlines
  8. The Visibility and Viability update

    Fantasma
    • Made multiple healthkits for attackers from medium to small around A, and made the defensive one (outside blu spawn) medium
    • Reworked A, particularly to cull major sightlines by moving around exits and entrances as well as move the upper path around a tad, defence should be much easier on the other higher area
    • removed Door that opens on CP2 and made it an open area, this is to encourage defenders to use highground and develop it as a chokepoint
    • For B, flipped it...
  9. SIghtline Update

    Fantasma
    • Updated A to cull major sightlines, and increase tightness
    • Lowed control point B to allow engagements to act fluidly
    • Re-added path onto B from centre
    • Added rock and changed path at B to discourage a larger sightline
    • Reduced Medium healthpack at A to a small
    • Improved connector into A to have more protection
    • Updated sniperspot at A (far side) to give a significant advantage only to the far-side
  10. Its over Anikin update

    Fantasma
    • Blocked off far entrance (the one that opens for cp2), to limit attackers and allow defenders to be more concise
    • removed cover for defenders on blu opening, as it was more disruptive than helpful
    • Expanded the defensive ledge for defenders on CP1 to counteract the other path
    • Opened the CP up so defenders can engage quicker
    • Moved the flank entrance around
    • Removed stairs to CP2, and made a walkaround entrance
    • Removed underbridge
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