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Originally the map started as SU but we then made the other game modes for it. Especially the TE version was a popular request. And imho it's also the most fun version to play.
Future changes/fixes are mostly TE related especially since it's where we get most feedback for.
The Treasury (F) objective in the SU version is intentionally not part of the supply line and thus worth no capture points.
It enables an additional dynamic spawn point to the right side of the map that gets enabled for the team that controls F.
I implemented that to provide kind of a forward spawn to make the gameplay more dynamic as previously when we played the (older) SU version most rounds ended with a staggering "frontline" between the post office and the LeLoi school.
Another thing I'd like to ask - isn't capturing the F point worthless as it got 0 points to earn, and isn't part of a supply line?
Didn't got the change to play your map in Supremacy mode on a crowded server so far, but I guess that's intentional and I'll see why when I get to play it with some people :)
Thanks a lot for your feedback!
You were right, in the SU version there was the wrong objective-volume linked to objective I. Leading to the issue you described. I just fixed that with the recent update.
Cheers
- proper collision model and lightmap for all custom meshes
- all BSPs converted to static meshes
- overall optimization and polishing
If you have issues with a missing package, clear your cache.
Did this happen on the main allies spawn or on the second spawn objective once taken?