TE-Provkhoy : Beta 2
Added links for beta 2A (Recooked for Classic) download to this post
So I'm finally ready to release the beta for Provkhoy, I hope you guys will enjoy it!
There are still things to test and probably change like spawn points and cover. Most buildings are still pretty empty but I'd like to be sure of the layout before starting to add detail.
The map supports bots and it should work but there are still some stubborn ones that keep getting stuck I'll have to look into it.
Cover nodes have been set-up in most places but not everywhere yet.
I'll also have to work on the minimap, I'm having a hard time making it look not stretched.
Feel free to post here any bugs, suggestions or critics you might have. This is a work in progress and I'd like to improve it so every comments help.
I'd also like to thank Zero of The Old Gits army for helping me test the redirect on his server.
Map info:
Here are the current settings of the map:
- Gametype : Territory
- Time limit: 20min
- Reinforcements: 300
- Type : Infantry only
- Objectives :
- A. Water Tower
- B. Workshop
- C. School
- D. Loading Bay
- E. Station
Screenshots:
Download:
TE-Provkhoy : Player Files : Version Beta2a
TE-Provkhoy : Server Files : Version Beta2a
Changelogs:
Version Beta2a (19/06/2012) :
- Changed roles to use the new feature
- Tweaked the lighting
- Updated Skydome a little
- Rebuilt lighting in production settings
Version Beta2 (19/02/2012) :
- Changed water tower to wood so the wall can be shot through
- Adjusted lighting to be less bright overall
- Added some additional cover nodes
- Added more covers for the Axis advance on the first objective
- Optimized the map (Cull Distance volume)
- Corrected the bug that prevented any object from being destroyed (most of the barricade can be destroyed by satchel/arty)
- Imporved indoors lighting
- Adjusted a few Soviet spawns to not be so close to the objective
- Changed last Soviet spawn location
- Fixed artillery not being fired
- Enlarged a few objective capture zone
- Increased numberof Fixed MG spawn
- Changed role composition (-1 Engineer, +2 Assault, +1 Elite Rifleman)
- Redid minimap (still need work)
- Lowered grass density and size
- Fixed a few spawn protection/no artillery zone
- Added more details around the map
Version Beta1 (03/02/2012) :
- Initial release
Last edited: