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B2

Found 5 results

  1. Version b3

    745 downloads

    ///////////////////// // FA oasis // ///////////////////// B1 - Changed lighting. - Changed skybox. - Retextured garrison. - Retextured various brushes. - Added tons of clipping to smoothen movement. - Closed hole in wooden floor. - Added wooden planks for easier access near patched up wooden floor. - Removed wall West of flag to minimize blocking. - Removed various entities. - Added side gate at last stage. - Removed MG near flag. - Removed MG at garrison. - Moved boxes around near flag. - Removed and adjusted numerous brushes to smoothen movement. - Smoothened terrain when comming out of cave. - Fixed weapon clips for canopies. - Raised floor of cave to stop water from hindering movement. - Changed spawn positions Axis Garrison. - Added forward spawn for allies connected to CP. - Removed various clip brushes to allow access to new spots. - Added an Allied Cave Entrance spawn to allow faster route through caves. - Moved first Allied spawn closer to "the action". - Opened up room near new Axis Garrison spawn with health and ammo cabinets. - Added hatch under turret arches. - Added boxes to make window in little room next to City Wall useable. - Added ropes to climb to new area near first allied spawn. Thank you, @Cheep - Moral Support, giving input on lighting and many other things. @Dynasty - Giving input on retexturing garrison. @TheWolfTeam Discord Channel - Map related input. Many others helping with playtesting the maps! COMPILE OPTIONS: -meta -mv 1024 -mi 6144 " -vis -saveprt -light -fast -samples 2 -filter -exposure 200 -gamma .8 -bounce 8 -external -lightmapsize 256 fa_oasis_b3 waypoints.rar
  2. Hello everyone, I am here today to announce the end of the original Oasis. However, this is not a day of mourning but a start of a new beginning, for a new Oasis has been birthed by the infamous @Smileyyy! After the many sleepless nights from the everlasting nightmares I have endured after being forced to play the dreaded Oasis that has plagued this Earth for the past two decades, I have set upon a journey to finally end the suffering so many of us have had to experience throughout our lives. NO MORE I SAY! This new map sparks the dawn of a new golden age! Now, remember this day, the 2nd of May to be the start of true happiness for all of humanity. Finally introducing =F|A= OASIS!! Below is a list of the changes made that address the issues with Oasis which include: - Shifting the focal point of battles to minimize the limitations of chokepoints by adding new routes and passages. - Changing the tone and intensity of the lighting to make it visually pleasing. - Making the whole map more accessible to have a more refreshing gameplay experience. Some visuals: - Allied Spawn. - *New* Sniper's Nest. - First Stage. - Room adjacent to Old City Wall. - Oasis + *New* Allied Forward Spawn (Unlocked by CP). - *New* Command Post and Health/Ammo Cabinets. - Tunnel Exit to Garrison. - *New* Side Entrance. (Destructable Gate) - *New* Interior of Side Entrance. - Side Entrance leading to South AT Gun. - *New* Axis Garrison Spawn Areas. - *New* Ladder to the AT Guns. - *New* Hatch and Pathway connecting AT Guns. A full list of the changes made: Thank you to all who have made this project possible, @CheepHeep - Moral Support, giving input on lighting and many other things. @Dynasty - Giving input on retexturing the garrison. @TheWolfTeam Discord Channel - Helping out with map related questions I had. And many others helping with playtesting the map! Download the map here.
  3. =F|A= Oasis - fa_oasis_b3.pk3 and waypoints View File ///////////////////// // FA oasis // ///////////////////// B1 - Changed lighting. - Changed skybox. - Retextured garrison. - Retextured various brushes. - Added tons of clipping to smoothen movement. - Closed hole in wooden floor. - Added wooden planks for easier access near patched up wooden floor. - Removed wall West of flag to minimize blocking. - Removed various entities. - Added side gate at last stage. - Removed MG near flag. - Removed MG at garrison. - Moved boxes around near flag. - Removed and adjusted numerous brushes to smoothen movement. - Smoothened terrain when comming out of cave. - Fixed weapon clips for canopies. - Raised floor of cave to stop water from hindering movement. - Changed spawn positions Axis Garrison. - Added forward spawn for allies connected to CP. - Removed various clip brushes to allow access to new spots. - Added an Allied Cave Entrance spawn to allow faster route through caves. - Moved first Allied spawn closer to "the action". - Opened up room near new Axis Garrison spawn with health and ammo cabinets. - Added hatch under turret arches. - Added boxes to make window in little room next to City Wall useable. - Added ropes to climb to new area near first allied spawn. Thank you, @Cheep - Moral Support, giving input on lighting and many other things. @Dynasty - Giving input on retexturing garrison. @TheWolfTeam Discord Channel - Map related input. Many others helping with playtesting the maps! COMPILE OPTIONS: -meta -mv 1024 -mi 6144 " -vis -saveprt -light -fast -samples 2 -filter -exposure 200 -gamma .8 -bounce 8 -external -lightmapsize 256 Submitter Smileyyy Submitted 05/02/20 Category Maps Map Type Objective Map Size Large Map Theme Undefined Attacking Team Allies Waypoints Yes Known Issues None Other - More Info  
  4. Hi guys and girls, I just want to know if there is anything possible to make some maps more even and fun to play on the server silent1. It could be very good for the game and we maybe would have less mass quit when these maps are played. In nthe moment, people vote for these maps but then they want to get to the easy side of the map, the teams are getting uneven and there is frustration around players. Its fun to frag but its also fun to win maps. By anything possible, i mean change the spawn time or take another version of the map. (if you have other ideas, would be great to share). Particular maps i saw are all dominated by axis: Snatch, Goldrush and Oasis as example are near unwinable by allies, (Snatch) i saw allies win it 1 time in like 50-60 maybe more times i played it. Maybe we can find a way to make these maps more playable, more even and to ultimately have more fun. Thanks for your help
  5. I personally don't mind this map and it is awesome for kd for axis but it often becomes a nightmare and a pure torture for allies -especially with strong players in axis. A lot of players dislike this map and disconnect if it gets voted. Some players just sit there (do nothing or tj the walls) and wait until time is over. So I was wondering if it would be a good idea to set 15 min time limit to blow the wall for allies and +extra 15 mins if/after wall is browned? It is 30 mins at the moment on HC. I believe time limit should alleviate general dissatisfaction with the map, + reduce the torture factor for allies. If allies cant make it to the spawn and blow the wall in 15 mins..well..maybe it is time for a new map? What do you think?
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