Update incoming! Take cover!
I have two new maps almost done. They are still unnamed, but focus again on urban combat. Close quarters weapons are in!
These first two images are of a map I've recycled from a previous project and have been modifying to better accommodate the style of gameplay I'm going for. This map has British forces trying to take over a French village from the Wehrmacht. Alleys and backyards are the main areas of conflict. This map is still very WIP and is missing gameplay elements like the ticket counter, etc.
The second map has the American's fighting Wehrmacht troops in a heavily bombed and destroyed city. This map has a more open center crossroad with a destroyed and smoking tank as the centerpiece. Heavy weapons are a go, with the Browning Automatic Rifle and StG44 making enemy advances difficult for both sides.
This map is almost complete, including spawn rooms, weapon spawns, ticket counter, etc and should see a release alongside the prior BERLIN level soon.
Also, there have been several tweaks and changes to help improve performance, as that tends to be FPSC's weak spot. These include:
-Removal of shaders
-Slightly lower lightmapping
-Reworked AI scripts (possibly buggy, but I am still working to tweak them as best I can. Bear with me...)
-A few post process effects have been edited, tweaked, and toned down.
-Floorlogic for AI as they don't like to follow waypoints vertically anyways.
I was hesitant to remove shaders, but there is a significant performance gain. However, I am looking to make shaders an end user options, rather than "hard-coded" when it comes to actual releases.
-Winner of the X10 Revival Competition, Susysyay
"I'm havin' too good a time today, I ain't even thinkin' bout tomorrow."