Beachfront Collect Shells by the Sea With the release of this new update and the fixing of timing scripts, Beachfront gameplay is finally working again. Facing Blue Spawn from Cinema There were some definite aesthetic updates. Facing Red Spawn from Cinema Central Bridges from Green Alley Junction from Green Alley Junction Detail The trains now run on time, and are definitely fatal. Junction Bridge from CInema Loft Hotel The Railgun has been replaced with a Grenade Launcher. Cave The Cave area has been redone. 50% of the time, the turbines work 50% of the time. DOWNLOAD LINK Older Images
Fairly large update, changing spawns, lighitng, and some structures. Cinema should be less campable. There has only been one playtest so far, but it ended 149-150 so that might be a good sign.
Modifications after last night's test: Medians have been added as cover in the road. Terraces and other greenery have been added to spice up boring areas of the map. Green team now spawns on this terrace. Windows and roofs were removed from most of the catwalks over junction, allowing players to defend from the middle. Curved walls replace a few right-angled corners. Trian tunnels have been blocked off, trains are more likely to kill, and lights flash when a train is about to come through.
MAJOR Aesthetic update in op. Currently lightmap is at 100% and framerate(in forge) only stutters when the entire map is on screen (which can't happen in gameplay). Gameplay changes include making the DMR on the green terrace a sentinel DMR, replacing the 2 BRs at each spawn with a tactical magnum and a plasma pistol, moving the railgun to the bridge, and adding a small ledge overlooking green alley and red base.
With the new update, gameplay should be back to where it was! There is a NEW FILE with all the updates! Check out the original post for more information.