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VNTE-DeadAndBuried

Srinidhalaya

FNG / Fresh Meat
Jan 20, 2011
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tmac22

FNG / Fresh Meat
Jun 3, 2017
28
2
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40
Played yesterday again and yes...is the best map in game (vanilla and custom).

Beautifull map with a very good balance and solid gameplay. Range combat, close combat, very big map with different approach for attackers.

Nice work!
 
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AntleredCormorant

FNG / Fresh Meat
Jun 20, 2017
99
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47
This has become one of, if not the most popular map on the server I usually play on. Nice work!

Just found the sniper platform outside E with the vines. That's so cool I wonder how the official maps don't have one. Or do they?
 
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tmac22

FNG / Fresh Meat
Jun 3, 2017
28
2
0
40
Cap points changed?
I preferer last version with multiple simultanealy obj cap
 

AntleredCormorant

FNG / Fresh Meat
Jun 20, 2017
99
14
0
47
Found myself clipping through many of the large rock formations on the back half of the map. They're great spots for sniping but as I was crawling around prone I'd clip and sometimes end up underneath them.

Also it'd be cool if the F4 squadron flyover did something, like drop some bombs on a set location.
 
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Srinidhalaya

FNG / Fresh Meat
Jan 20, 2011
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Latest Update:
Changelog:
-Added 2 combat pilots and a Cobra spawn to the US team.
-Reworked the out of bounds details to accomodate helicopter gameplay.
-Reworked most of the North Viet spawns to help prevent spawn deaths from the cobra (not 100% preventable)
-Added multiple DSHKA-AA locations -Spawn tickets adjusted to 550-US 650-NV
-Added a gas station to the east side of Convoy objective, just west of the bridge.
-Added a tunnel spawn for the NV at the cave objective, with a tunnel entrance into the cave itself. The tunnel spawn has 2 additional surface exits as well.
-General ART pass to increase detail.
 
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Srinidhalaya

FNG / Fresh Meat
Jan 20, 2011
728
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VNTE-DeadandBuried_B3.roe
Beta 3
Direct Link: https://mega.nz/#!0KRREBxZ!tiNlbgIzmXqgqBOj694gXwfA5cgdQdj19Dzdr3BZPz0
SWS Link: http://steamcommunity.com/sharedfile...?id=1060033177

Changelog:
-Adjusted Lighting, exterior LUT. (Compound) interior LUT (AnLao) -Added Post Process Volumes to building interiors, tunnels, and Cave interior.
-Added Reverb Volumes to building interiors, tunnels, and Cave Interior.
-Spread out the Initial VC spawn at Alpha objective.
-Added a Treestand to Alpha objective.
-Added two "ramps" for access to a couple of house roofs.
-Replaced the Grass Foliage Layer mesh. (if you find an area with low res LOD grass, please use BUGIT to get me the coordinates)
-Cleaned up several area's of the foliage layer grass that was out of place.
-Added Pylons to properly support Spawn on Squad Leader, and offline BOT gameplay.
-Added No Tunnel volumes to prevent issues with Tunnels not being destroyed on objective capture.
-Replaced the FluidSurfaceActor with custom Static Mesh for water surface.
-Detailed the chopper spawn. (initial pass)
-New overhead map.
-Objective borders now only show up for the active objectives on the overhead map.
-Added some lighting to better illuminate the tunnels.
-Adjusted the tunnel exit into the cave to help prevent bottlenecking players.
-Moved the spawn protection forward at the tunnel exit into the cave, to help prevent attackers from locking down the exit.
-Several adjustments to help with performance. (initial pass, don't expect much)
-Added Map Boundries for Helicopter.
-Added Character Customization scenes.
 
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