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Last Call a12

3cp frontline theme with coastal, town and cathedral elements.

  1. A12: The Town Update

    squ1rrel
    A:
    -Made flank route more noticeable
    -Made rubble prop less obstructive
    -Clipped small frames by A
    -Clipped wall next to resupply
    -Fixed visual error on transition ramp (like on egypt)

    B:
    -New area with a new capture point
    -Features a railway, bridge and buildings to enter

    C:
    -Dropdown only one-way
    -Added more cover for Red
    -Added buffer zone before cathedral of medieval buildings
    -Hopefully easier for Blu to have a forward hold

    General:
    -Adjusted repsawn times
    -Added forward spawns for...
  2. A11: The Fifth Cathedral Update

    squ1rrel
    A:
    -Clipped off train- allows strong sniper spot
    -Added fences to cliff route-harder to be airblasted off now
    -Widened end of cliff route
    -Fixed solidity of ramp
    -Fixed a displacement showing on other side of brush
    -Fixed z-fighting on cliff
    -Raised death trigger off cliff- people can respawn faster then

    B:
    -Blocked other side entrance to point
    -Added extra room for Red to defend the attack balcony
    -Drop-down also added for Red flaking opportunities
    -Cap zone moved slightly nearer Red's...
  3. A10: The Fourth Cathedral Update

    squ1rrel
    FIXED/ALTERED:
    A:
    -Ramp spawns in by Blu's fwd spawn once 1st is captured

    B:
    -Moved Blu's attack balcony slightly further away
    -Made main route to B tighter
    -Added more cover to Red's balcony

    GF:
    -Clipping
  4. A9: The Third Cathedral Update

    squ1rrel
    FIXED/ALTERED:
    A:
    -Removed clipping over arches
    -Removed grass from buidlings
    -Clipped some roofs
    -Put glass in empty window
    -Added a window to make sentry spot more visible to attackers
    -Nerfed sentry spot for red in train crash house
    -Added high ground for Blue before first- too vunerable otherwise

    B:
    -Now more spacious, columns thinner
    -Extra flank route added
    -Blocked Red's direct access to second balcony
    -Blocked gaps in wall where tank is
    -Noclipped a doorframe
    -Increased...
  5. A8: The Second Cathedral Update

    squ1rrel
    FIXED/ALTERED:
    A:
    -Removed underused flank
    -Adjusted location of current flank route
    -Clipped space above arches
    -Extended platform for Blu's forward spawn
    -Enabled collisions for spawn door prop

    B:
    -Cathedral interior redesigned!
    -Both spaces connected now, B is inbetween them
    -Bridge across from Red's highground
    -1 way door is gone (yay)
    -Adjusted Red's spawn placements

    GF:
    -Fixed overlay
    -Geometry outside cathdral changed to have ramps
    -Less empty too
    -Lowered Red's respawn...
  6. A7: The Gatekeeping Update

    squ1rrel
    FIXED/ALTERED:
    A:
    -Reduced size of area outside blue spawn slightly
    -Clipped roof of barn
    -Removed a small ammo pack
    -Made cliff route more visible and accessible

    B:
    -Increased port cullis speed
    -Added a more open flank
    -Changed Red's spawn exit to B
    -Increased red spawn time
    -Removed parts of balcony over B and changed cover

    GF:
    -Changed buffer area between A and B to be more useful for Blu to hold
    -Lowered Blu's respawn wave timer
    -Blocked off an under used flank route for now...
  7. A6: The Small Update

    squ1rrel
    FIXED/ALTERED:
    A:
    -Increased size of cap zone to be inside part of building
    -Reduced effectiveness of sightline

    B:
    -Enabled collisions on some metal props
    -Replaced the big metal fence with glass

    // More testing of the layout needed overall. For now I'm keeping the tunnels as they are not causing that much harm.
  8. A5: Why did a4 crash the server?? will this even help?

    squ1rrel
    Hopefully a new version will stop a crash?
  9. A4: The Balcony Update

    squ1rrel
    FIXED/ALTERED:
    A:
    -Removed clipping for a small hut
    -Reworked buildings to be more defender sided

    B:
    -Moved some gravestone so players can't get trapped
    -Removed an entrance to the church balcony
    -Lowered height of balconies to 256hu
    -Added another entrance to the low ground
    -Added Blu sided one-way door to balcony above B
    -Balcony above B made smaller

    GF:
    -Reduced distance between A-B
    -Adjusted width of geometry in a connector
    -Increased max time to cap to 10 mins
    -Increased set up time...
  10. The Expansion Update: a3

    squ1rrel
    Size of the map overall increased. Redesigned many areas.

    FIXED/ALTERED:
    A:
    -Partially redesigned
    -Area before A extended, redesigned
    -Added collisions to some fences
    -Added connectors to flanks so they feel less isloated
    -Addjusted cap time

    B:
    -Clipped spawn doorways
    -Complete redesign woohoo!
    -Now inside a church
    -Feels like a proper last point now?
    -Lots of height variation but Blue should have a better chance hopefully

    GF:
    -Lowered respawn time for blue when attacking...