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Mapping: LV522 Changes to overall map, including the size, poplimit, …
…chokepoints and other such things (#6977) # About the pull request This PR touches a lot of LV522 but the broad strokes of it are making the map more fit for a smaller population by cutting out the "fat" aswell as attempting to fix chokepoint-related issues in the reactor I started this project about 2 months ago but burnout hit me like a solid brick I've updated the map but there might be some minor bugs carried over when I've copypasted everything over. I fixed as many as I saw but you know how it is. Aswell as all that I've added shortfog to the LZ tunnel so FORECON cant get inside. This hold has been a deep-rooted meta for the map and we'd like to see something different as it's a bit too easy # Explain why it's good for the game I think LV522 really struggles with its size a lot of space that doesn't really needs to be there but was mapped in anyway for a shitty "Well it's a highpop map" mentality I hope to trim away the fat get the map more acceptable for sub 130 players and hopefully make the reactor more fun to be inside of as a marine # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: SpartanBobby maptweak: LV522 changes relating to the overall size of the map, redefining chokepoints in the reactor, changes to engineering and the west side of the map and removing the poplock maptweak: LV522, LZ1 Tunnel (the place FORECON holds) has been given fog for the start of the round meaning FORECON will have to adapt to survive. maptweak: buffed crashed ship lootspawns on LV522 /:cl:
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