1. Center room changes, adjustments.

    D4rkDeath
    - The bottom mid area received a redesign. The closed door is a new design, raised the back bottom mid to break up elevation, added infantry routes off of the large tunnels, changed the hammer bridge to be more segregated, added a man cannon to hammer bridge, opened up the middle of the lowest tier of the structure for the man cannon to shoot players out and for players to drop down into mid.
    These design changes were to encourage more use of the area and to open the map up to a better...
  2. MM balance update, spawn fixes, lowered base rocks.

    D4rkDeath
    As always, thank you to everyone who has supported Ancestor in anyway, be it providing feedback, testing, or just taking interest.

    Here are the most current and final? updates to Ancestor.

    Assault has been vigorously tested in so many lobbies and in my opinion has replaced CTF as the best game-type for Ancestor. Thank you @Ascend Hyperion and @Max Extra for your consistent lobbies!

    • Assault capture plate...
  3. Matchmaking Update

    D4rkDeath
    Now in the BTB playlist!

    The plasma caster weapon pads were moved to the infantry paths on the waterfront.

    The plasma pistols are now cave side.

    Some invisible blockers were added to avoid exploits.

    A few timed kill boundaries were added.

    The snowy rock flag stand was replaced with a forerunner stand.

    The tops of the portals were removed in the MM version.

    Storm rifles were removed and the brute plasma rifles from the bases were put in their place.

    Some blockers were redone, sounds...
    Portaleer, xXBarthXx and TimeDipper like this.
  4. Portals, optimization, MM ready attempt.

    D4rkDeath
    1-23-2017_8-35-58_PM.png
    List of changes:

    -Teleporters were added on the infantry routes towards the water that bring you to a Gemini feel and way to counter the top of the structure.
    -The entire structure has been optimized for performance. The top spire was replaced with a forerunner spire, as was the top mid, and there are some forerunner pillars in the bottom mid now.
    -The back hallways were rebuilt to put in some nostalgic tunnels and an area that feels more complete and...
    JurassicWeeMan and Gabotron ES like this.
  5. Big update

    D4rkDeath
    This update is quite large:

    All of the terrain has been reworked and raised up, you can now run up to the first layer of the main structure and some solid infantry routes were created due to the fields at times feeling too dangerous. There is now a good amount of cover out in the fields.

    The Bridge has been rebuilt, inspired by the Narrows bridge from Halo 3. There is a lower section of the bridge that connects with the room in bottom mid, while the top of the bridge still hosts the...
    N3gat1veZer0 likes this.
  6. Banshee Change, moved weapons, added spawning.

    D4rkDeath
    After collecting more and more feedback since the release of Ancestor, there was one piece of feedback that has remained consistent. The Banshee being on the top allowed whomever was controlling the top a reward with one of the strongest vehicles on the map, making it difficult for the losing team to make a comeback, especially in Strongholds. If you had your team Stronghold and the top mid Stronghold, you shouldn't be rewarded with the Banshee. The Banshee has now been moved to its brand...
    TimeDipper likes this.
  7. Downscaling, new terrain, etc.

    D4rkDeath
    After receiving a lot of feedback while putting Ancestor through the lobby ringer, overall the map was just too large, the bases were too far away, the man cannon was out of the way and some areas were cool in concept, but they did not pan out. This was a massive update, here are the details.

    -The outer route to the bridge on both sides has been removed from the map. This route was good for vehicles, but infantry had too hard of a time getting to the man cannon.

    -The bases were too...