- Feb 26, 2016
- 97
- 104
D0om updated Caldera with a new update entry:
b5a
Read the rest of this update entry...
b5a
- clipping and small visual fixes
Read the rest of this update entry...
- clipping and small visual fixes
- clipping
- more fps and fixes to culling issues
- detailing
- clipping
- blockbullets to many areas
- removing some gay roamer spots
- removed some gay E point hiding spots
A:
The point overall was too big and the sentry nests on the far cliff side was too strong wrangled. Furthermore,
pushing attackers were at too much of a disadvantage. Blue would constantly be attacked by the flank pushing through the other side of the map
and spammed by the combo classes peeking the container route. Changes were aimed at reducing fighting distances and giving
blue a safer approach to the point.
- added a flank that loops around the cliff to make engieneer nests there less...
- door to red room from red side of E now permanently closes after C is capped
- artpass of C
- clipping and detailing of various other areas
- some minor optimization work
A:
- moved garage choke closer to main hold position of red
- blocked a sightline from cave route to the garage route which was too safe
- gave blue a little more highground coming out of spawn
- decreased blue team respawn wave time from 3 to 2s
B:
- made the main choke door more narrow
D:
- experimental, closed off the high ground route into D; with how the map has played with the recent changes, perhaps attacking E before getting D is now finally viable
- increased red respawn wave time...
- remade capture zones in an effort to fix the cap blocking bug
- more detailing
E:
- added an extra pipe blue can use to reach defenders side from red room
- added a fence ledge that allows blue to jump onto the point from the ledge next to red room
- small window before D entrance now closes after D is capped
- removed two crate props from E to declutter it
- actually fixed capture point not blocking bug
- swapped rock textures for lighter and changed grass to be consistent with the rest of the map
- fixed possible issue that would crash some players only on THG servers
A:
- reduced the amount of metal available at the point
B:
- increased cap time from 10 to 12s
- reduced red respawn wave time from 8 to 6s
D/E:
- removed the doorway to E high ground ledge closing after C is capped, the route to that ledge is now permanently open
- hopefully fixed some bridge jankiness
- minor fixes
- slight respawnwavetime adjustments on B and D
Post ETF2L Season 27 Preseason cup update.
D/E:
Reportedly and from what I've seen D/E was too strong of a hold. Premiership teams however managed to push D/E much better than lower division teams. E was also not that worth pressuring early on.
E:
- lowered E cap time from 35 to 32s to make E pressure more viable, this should also nerf D hold a bit, forcing defenders to rotate to E faster. Early game E pressure should also be more viable.
D:
- added a basement flank route on D that loops...
- Changed geometry on B
- Added scaffolding next to the point, allowing Blu players to approach Red highground
- Redid Red forward spawn, Blu players are now able to rotate between B and E
- Improved detailing of the submarine in C oob area
- Added eruption effects on successful E capture
- Replaced sophisticated guns on A point to propper AA gun props
- Various fixes and improvements