Last updated | 2 years ago |
Total downloads | 24575 |
Total rating | 9 |
Categories | Maps |
Dependency string | JoshMate-JM_Monolith_2-2.1.2 |
Dependants | 1 other package depends on this package |
This mod requires the following mods to function
README
Monolith 2
[Version 2.1.2]
The long awaited sequel to the FIRST ever custom Take and Hold map for H3VR!
Fight across an array of unique simulated scenarios with a focus on defending from a single direction of attack.
Monolith 2 offers a mix of CQB, mid range and long range encounters.
Features
15 Unique and balanced hold points
4 Supply rooms
All new super simplified map layout to ensure you don't get lost between points like in Monolith 1
The map is now set outdoors for better lighting and a less claustrophobic atmosphere.
Using a mixture of simple visual and Mesh-Combining scripts, this map has extremely good performance and clear visuals even at lower resolutions.
Tuned lighting and reflections that fit the environment (None of those horrible black reflections you see on custom maps)
Monolith 2 uses Anton's Material and ballistic systems to allow bullet penetration and ricochets.
- Greyish blue cover can be penetrated by small calibre rounds.
- The bright coloured walls can penetrated by large calibre rounds.
- The black walls and white floors are solid concrete and cannot be penetrated.
Pictures
Get featured in the map
Just like with Monolith 1, the first 12 people who complete Monolith 2 on stream or in a video will have their name added to the in game hall of fame permanently!
Patch Notes
Version 2.1.0
- New Hold: Light Orange (Narrows) Long Narrow pathways link together platforms
- New Hold: Light Green (Clusters) Lots of densely packed pillars and low walls
- Improved Sosig spawns for Light Yellow (Expanse), Tan (Ramps), Purple (Tower), Blue (Bridge) Holds
- The Blue Hold (Bridge) now has a lethal pit fall under it just like the centre
- Fixed the Nav Mesh issues in the Purple Hold (Tower) causing Sosigs to be unable to stand
- Fixed the overlapping floor texture at all the hold entrances
Version 2.0.0
- Complete rebuild of the maps entire layout from scratch
- New Hold Point: The Red Hold (Cross Roads) A HUGE hold in the centre of the map
- Huge improvements to the neutral areas between holds
- Improved the entrances to the holds by making them bigger
- Made the Brown Hold (Hill) more open and more visually appealing
- Added more ways the AI can attack in the Brown Hold (Hill)
- Minor Improvements to the leader board room
- Minor Adjustments to textures / hold colours
- Improved the skybox texture
- Fixed a wall in the Blue Hold (Bridge) that was the wrong height
- Retook up to date photos of the entire map (Imgur Link above)
- Updated Hall of Fame
Version 1.7.0
- New Hold Point: the Pink Hold (Expanse) A high distance sniper range
- Completely Redesigned the Teal Hold (Ice Box)
- Expanded the Green Hold (Bunker) to be a double hold
- Expanded the Tan Hold (Ramps) to be a double hold
- Added the starting tables back to the supply points
- Added more variety to AI Cover and Spawns in Supply Points
- Added visual flair and details across most of the map
- Increased the height of the Border walls for all Hold Points
Version 1.6.0
- Added 4 new Supply Points
- Added 2 new areas (Which will later contain the 2 new special holds)
- Completely Redesigned the Tan Hold (Ramps)
- Improved the interior of all the supply point with minor adjustments
- Made the stairs easy to climb in the Purple Hold (Tower)
- Updated the Hall of Fame
Version 1.5.0
- Completely Redesigned all the Supply Rooms
- Completely Redesigned the Purple Hold (Tower)
- Made the Brown Hold (Hill) more open and less of a funnel
- Improved enemy spawn locations across the map
- Updated the Hall of Fame
Version 1.4.0
- Completely Redesigned the Green Hold (Bunker)
- Completely Redesigned the Teal Hold (Ice Box)
- Completely Redesigned the Lime Hold (now Village)
- Every hold has now been upgraded to a new Higher Quality / More unique Design
- (All holds are now completely different to 1.0.0 and each should be more interesting)
- Updated the Hall of Fame
Version 1.3.0
- Completely Redesigned the Red Hold (now Jam)
- Completely Redesigned the Pink Hold (now Castle)
- Reworked the middle lane to be less cluttered and to have better cover
- Improved the stairs around the map to be less steep
- Changed some of the Hold room colours to be more distinct
- Fixed some AI Cover Points that were placed incorrectly
- Fixed some cover that were miss-aligned
- Took a fresh batch of pictures for the Imgur gallery
- Updated the Hall of Fame
Version 1.2.0
- Completely Redesigned the Orange Hold (now Crates)
- Expanded the Brown Hold (Hill)
- Cleaned up and improved the Yellow Hold (Stairs)
- Greatly Improved the AI's ability to attack the hold points with search nodes
- Added more even more cover points to make the AI fight more realistically
- Fixed a bug where the hold phase laser barriers didn't stop you escaping properly
- Updated the Hall of Fame
Version 1.1.0
- Overhauled Geometry materials and what can and can't be penetrated
- Doubled the amount of possible Encryption Node spawns for every hold
- Moved encryption nodes to better locations and closer to the ground (Just above head height)
- Fixed a hold point that didn't have a red boundary barrier
- Spaced out the boxes in supply rooms so they don't collide
- Corrected some textures and made various materials less shiny to improve visibility
Version 1.0.0
- Initial Release