Author Topic: Squad- Updates  (Read 3452 times)

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Offline Pedro Barbosa

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Re: Squad- Updates
« Reply #15 on: May 28, 2016, 17: 20 »
Hi Squaddies,
It's Update time! We would like to thank our community for being so patient with us as we continue to grind away at the beast known as Squad development. Alpha 6 is now upon us and we would like to take the time to share with you the changes you will experience since the last Alpha version.
Note: Due to a major change in the way we do Graphics Settings, all of your custom settings will reset upon first launch of Alpha 6.
Major Changes

Unreal Engine 4.11 Update

We've updated to Unreal Engine 4.11, pulling in a good number of engine features and performance updates.



New Deployable: Emplaced Heavy Machine Gun

The first iteration of Vehicles are here! The Emplaced Browning M2 .50 caliber rifle is a beast of a heavy machine gun, capable of tearing apart even the most determined of infantry attackers. Placeable as a FOB deployable by Squad Leaders, the Browning M2 is your new best friend when locking down an open field on Chora, or creating a kill-zone on a Sumari road. Its effective range for target suppression is well over a kilometer and can easily stop a soldier with just one shot. But due to its limited traverse and elevation angles, operators be careful of your flanks and be sure to have backup!




The Browning M2 consumes FOB Ammo Points (which will regenerate over time) when you reload, and you can only have 3 deployed per FOB (2 in Bunker Configuration and 1 Self-Standing). Sustained fire will overheat the weapon, denoted by how much smoke is pouring out of the front of the weapon. The emplacement itself can be damaged and destroyed with rockets, UGLs, incendiary grenades and hand grenades. Employ it wisely in defence or as a means of fire support, and it will prove invaluable in the firefights to come.





New Map: Gorodok

We are proud to include in this release a new map that we've been teasing in previous news posts. Gorodok is an eastern european inspired map, with large expansive terrain. While Squad is still primarily infantry focused, we will launch with one AAS gameplay layer focusing on a segment of the larger map, pitting Russian and Militia forces against one another in open forest style engagements.









Map Update: Sumari

A much expanded Sumari is finally ready to be released after many months in the oven, and it's looking absolutely gorgeous. More than twice in size with hundreds of enter-able buildings, this map will continue to provide endless tactical challenges to any Squad trying to navigate its narrow corridors and many firing lanes. Below is a quick look at the various layouts.









Map Update: Fools Road Tunnels

Fools Road has undergone a drastic change, underground that is. A completely new Militia fortress has been carved out of the mountain, with crisscrossing tunnels serving to act as a means for defenders to further entrench themselves. Designed not only as a showcase of our new capabilities to show enclosed underground areas, but to also provide an intense close quarter battle experience for Squads willing to venture into the depths of the fortress.







Effects Update: Foliage and Water interaction

We have now added foliage and water particle and sound effects, be mindful when moving through both of these terrain obstacles as those around you can now see and/or hear you.



General Performance Improvements

We've fixed a number of performance issues in the game on top the engine performance changes that came with UE4.11.
On the server, we've done a full pass of over all of our networked objects, reducing their networking footprint and replication cost, making things overall more efficient. We've also fixed inventories so that weapons that are not equipped no longer tick and are only updated to client once every second. We've fixed an issue where spawning a soldier hitched the server, and removed a large number of networked properties that were not needed.
On the client, we've been making passes on every map, merging many small meshes into one big detailed meshes to reduce shadow casting overhead. We've also implemented Distance Field Shadows (More Info here) while reducing the distance of the highly detailed Cascade Shadow Maps, which has given us a major performance boost on maps with a lot of trees like Fools Road and Operation First Light.
In addition, we have reduced bones on the player skeleton so that players farther away will consume fewer resources for animations. We have also eliminated a lot of excess animation nodes and cleaned up our animation code to be more efficient across the board.
AMD CPU Specific Performance Improvements

We've implemented a Low Quality sounds toggle in the Game Settings on top of general cleaning up of the soundscape, which should help many users with poor audio performance on AMD CPU hardware, as well as in general. If you are having very low FPS with AMD CPU systems, turn on Low Quality Sounds and you should see a nice performance bump. We actively encourage those that do have AMD CPU hardware to try this new update out, and to provide with us feedback on your play experience.
Server Update: RCON support for Servers

We have now added in a standard implementation of the valve R-CON or remote console protocol. This protocol will allow server admins to issue console commands for things like broadcasting messages and kicking players remotely via an R-CON application of their choice. Our initial rollout for Alpha v6 includes the standard aspects of R-CON like specifying the port / password, connecting, and authenticating, and will be expanded in a minor upgrade with the ability to issue specific commands. Additionally, with the help of Disposable Hero from the Tactical Gamer community, an open source Squad Remote Admin tool is being developed which will feature basic R-CON functionality specialized for use with the Squad server.
Founders Perks: Skin Additions

Founders Skins have been added back to the game! If you backed us on Kickstarter or pre-ordered at the Founders level, you now have access to your ingame item rewards. They are disabled by default, so you need to go into your Game Settings and enable the skins you want to use. Note: The Founders Patches for the character models are still being worked on, so while the options are there in the menu, they are nonfunctional.



Full Changelog


Gameplay

Deployables now no longer can be stacked one on top of the other
Decreased Construction point and Ammo point income on FOBs
Increased time necessary to take down a friendly FOB
Tweaked recoil on some weapons
Stamina now stops recharging while falling or jumping
Insurgency tweaks. Minimum cache distance is now 300m on 2k maps and 400m on 4k maps, Insurgents now loose tickets if they get killed and there is a high but finite number of insurgent tickets (500 tickets) as a secondary win condition (make FOB placement and medics a little bit relevant again)
Tweaked minimum arming range on rocket projectiles
Speed up the time it takes to show the nametags above peoples head
Smoke grenades no longer kill you with direct hits
You can no longer focus while moving (within reason, there is a small velocity buffer)
Updated recoil zoom modifier on ACOGs
Systems

Added Foliage bending on some maps, partial implementation at this stage
Fixed an issue with soldiers standing when dead if you connect to a server with a game already in progress.
Fixed weapon disappearing after using medic bag or field dressings.
Fixed a number of crashes related to VOIP
Added LODs to the soldier skeletons, improved performance on the animation-side when rendering multiple characters at a distance on screen
Added Low Quality Sounds, which should help some AMD CPU users who are having stuttering issues related to sounds.
Fixed issues with grenades exploding too late when you are dead
Fixed a bug in AAS where lattice links would incorrectly look the wrong direction when looking for home links (fixes a potential locked in main situation).
Mains now always contest their neighbors in AAS, which should prevent potential locked-in-main situations
Fixed a PAAS issue where too many flags could be contested.
Fixed an issue when leaning and sprinting while wounded would get the player stuck in that state
Fixed an issue while jumping out of gun while holding fire allowed you to jump in the gun and fire without pressing a button.
Tweaked MP443 pistols hit detection settings
Fixed an issue where players are using more field dressings than are in their inventory
Fixed players being able to spawn on other squads rally points when changing squad
Adjusted projectiles so they overlap instead of block on water collisions, causing projectiles to now enter water
Fixed weapon reloading desyncing between clients
Fixed return to origin of the weapon reload being too slow/fast/various times
Fixed an issue where the field dressings and medic bags would dissapear on weapon switch.
Fixed enemies markers occasionally being visible during the first moments when you join a server
Fixed some cases where the server list was not updating properly
Fixed suppression effects not firing off under certain hit detection conditions
Reworked code for healing yourself and someone else. This should prevent you from healing yourself and someone else at the same time with the medic bag
Updated scalability to force distance field shadows on all graphics settings
Fixed grenades from showing unequipping animation when there are no grenades left
Fixed grenades not showing 1p and 3p in Listen Servers
Fixed Shovel and patches being displayed below player
NetUpdateRate optimizations. All spawn points down from 100 to 1, FOB spawns from 100 to 10, CameraMan from 100 to 10
Improved performance on shovels, they now use a timer instead of ticking and only tick the timer when they are equipped
Prevent reloading if your input is disabled. This prevents a bug that is caused by deploying and reloading at the same time
All weapons now only tick when they are equipped, and unequipped network update rates have been drastically decreased
UI

Server Browser no longer kicks you back to main with a server full message after you have completely loaded the map, instead you should see this message pop up within a few seconds of trying to join a server.
Updated inventory slider, you can now disable auto switching between weapons as well as confirm and cancel weapon switches that are only still highlighted in the UI.
Fixed Purple smoke grenades having blue UI icon
Optimised the Main Menu UI
Optimised the in-game HUD
Fixed Squad Leader icon number disappearing when he goes incapacitated
Simplified the code for and added more validity checking to the team switch confirmation widget
Fixed an issue where multiple toasts could crash the game due to incorrect garbage collection safety
Fixed Tickets not always showing at rounds end
Fixed an issue where overlapping Capture Zones would cause the capture widget to not show while you were in a capture zone.
Fixed Sergeant Chevrons and Squad Leader Number overlapping
Fixed the map timer not always showing the text in the correct format
Fixed an issue where the Map Timer would desync between server and client
Fixed keyboard not getting automatic focus on password dialog box when entering passworded servers
Updated Minimaps on all maps to show fields, bodies of water, gameplay boundaries and also a distance scale
Fixed toast messages being cut off by a smaller than normal dialogue box
Fixed Fools Road and Sumari minimaps being out of alignment
Updated Militia and Russian faction radial menu to use the Russian radio instead of US or INS
Added map icon for HMGs
Sounds

Added Sound collisions to most passable vegetation, as you move through foliage you will make a noticeable sound
Modified bullet hit dirt sounds
Updated main menu music
Added reverb volumes in tunnels on Fools Road
Fixed attenuation and increased volume on healing sounds.
Added Bleeding and Wounded/Incap EQ filters that adjust based upon your health.
Modified SVD fire sounds
Modified default M4 fire sounds to later fit for dynamic reflections
Fix to crack flyby sounds
Art

Improved LODs on various static props
Added window bar props to various maps
Added water interactivity, collisions and impact effects by the player, small arms and explosives
Fixed corrugated metal fences and scrap with double sided geometry settings
Updated metal fences and log trenches to have proper materials and impact effects
Overhauled bullet impacts on Dirt to use new gpu debris and random dust animations
Fixed Smoke Grenade effects not rendering at far distances
Fixed Smoke Grenade effects not always colliding with the surrounding environment
Fixed tracer rounds showing too close or behind the gun barrels.
Fixed several physmats having wrong footstep dirt effect, causing weird excessive foot fx on plastic, rubber etc.
Added small working tool props as map decoration
Relocated all shell ejection sockets to their right position, and improved the visual look of them spinning out of the ejection port
Resized dirt bullet hits and improved random dirt animations
Updated blast shockwaves relevant to dirt, grass and wood
Fixed hescos disappearing at a distance
Added small bulletholes for Makarov and other 9mm pistols
Fixed RPG7 low quality geometry sight being mis-aligned
Fixed misaligned rocket on the RPG7 during the reload
Adjusted Particle Bounds of RPG7 rocket concrete explosion
Maps

Fixed issue where you could get stuck under the hopper car on Fools Road
Fixed issue where you could use prone to get into the pipe on the gas silo Fools Road/First Light
Fixed Op First Light warehouse door collisions from being borked
Updated lighting on all maps
Added more cache locations that are outside of buildings
Fixed players falling through mine roof on Fools Road
Fixed players spawning on the hesco bunker roof on Fools Road
Updated playable boundaries on a number of maps
Updated max tickets for BLUFOR on Logar Insurgency
Added Chora Insurgency Layer
Added Sumari Insurgency Layer
Updated cap zone names for some maps
Ambient sound fixes on Gorodok, Logar and Firing Range maps.
Admin

Added RCON Server plugin
Added map icon for admin cam
Fixed crashing on Admin-Camera as soon as you reload your weapon
Fix for crash caused by jumping in admin cam while reloading on listen server and non-networked games.
AdminRestartMatch command should now restart the map and stay on the same level



We hope that you all enjoy this latest Squad update, as always your feedback and bug reports are always welcome on the Forums.
Offworld Out.

 :dance3: :dance3: :dance3: :dance3: :dance3: :dance3: :dance3: :dance3: :dance3: :dance3: :dance3:

Offline João Castelos

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Re: Squad- Updates
« Reply #16 on: May 28, 2016, 21: 54 »
si foi né

Offline Marcelo Fortio

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Re: Squad- Updates
« Reply #17 on: May 30, 2016, 00: 20 »
Tive a jogar até agora, sem querer sai e voltei a entrar e agora estou a sacar um update de 600mb, que será isto, não consegui achar info nenhuma.

Offline Marcelo Fortio

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Re: Squad- Updates
« Reply #18 on: May 30, 2016, 12: 53 »
[REVERTED] Alpha 6.2 Hotfix
EDIT: We've reverted this update due to a server crash. We'll bring it back later this week.

Fixed the stuttering issue many users were seeing
Fixed a crash related to players entering vehicles
Fixed a sound attenuation issue on Chora
Fixed various light source problems on multiple maps
Fixed Sumari AAS1's lattice being wrong

Offline Pedro Barbosa

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Re: Squad- Updates
« Reply #19 on: May 30, 2016, 19: 10 »
So vou jogar hoje á noite, ainda não tinha feito o download.

Offline Marcelo Fortio

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Re: Squad- Updates (Vehicles!! :D)
« Reply #20 on: August 02, 2016, 05: 05 »

Offline Marcelo Fortio

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Re: Squad - Updates - VERSÃO 8!
« Reply #21 on: November 02, 2016, 19: 28 »
Versão 8 do SQUAD está ai e foram 3.9GB para sacar! Pessoalmente ainda não pude testar pois só agora tou a terminar o download mas promete.  :bb:

Quote
Alpha Version 8 is now released.

After hitting one of Squads biggest milestones with the introduction of vehicles in Alpha Version 7, we could finally focus on doing an optimization pass on the core systems now that all the underlying wires are connected. This was a team wide effort, with a lot of micro-optimizations quickly building up to a level of performance that the team is proud to present to the players.

That is not the whole story though! We added a few treats to add more spice to the current gameplay and quite a few quality of life improvements alongside the main focus which was optimization.As more content and features are added, we're able to better pace the game to where we eventually want to go.

These changes have to be implemented over time so the player base has a chance to adjust and adapt. This has been the trend for for the entire life cycle of Squad, and this patch is no different. We are steadily slowing things down so there is more time to breathe and those engagements feel more significant.





FULL CHANGE LOG: https://steamcommunity.com/linkfilter/?url=http://media.joinsquad.com/2016/Nov/V8Release/crows.jpg

Offline Pedro Barbosa

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Re: Squad- Updates
« Reply #22 on: December 07, 2016, 18: 29 »
http://joinsquad.com/readArticle?articleId=135

UPDATE 8.8 Hotfix  (25 November 2016)
 
We are now pushing a version Alpha 8.8 hotfix. Here are the changes:
 
fixed a bug int the anti-cheat plugin that prevented some players from joining servers
modified the BTR collision body to reduce it's jumping when colliding with objects
 
 
UPDATE 8.7 Hotfix  (11 November 2016)
 
We are now pushing a version Alpha 8.7 hotfix to ship our the new map Kokan. It is available for download now.

UPDATE 8.6 Hotfix  (10 November 2016)
 
We are now pushing a version Alpha 8.6 hotfix release. This is planned as the last hotfix before the free weekend begins! For those curious, the free weekend will begin at 6PM GMT Thursday. Here are the changes:
Enabled the "relative net updating" system in preparation for high server load over the free weekend. This allows for variable update rates per client / networked object so that networked objects that are farther away from people can be processed at a lower rate and thus lower cost on the server for little change in functionality.
Fix to prevent the steam integration in unreal engine from deleting the "steam_appid.txt" file, which has proved the cause of steam being unable to start attached to the game in a number of circumstances.
Cosmetic change to the way server counts work in the in-game server browser so that a server with 70 players and 72 slots, two of which are reserved, will now be shown as: 70 / 70 (+2) instead of the old 70 / 72 (2). This is to reduce confusion / frustration in newer players who are trying to join servers that are actually full when considering the reserved slots.

 
UPDATE 8.5 Hotfix  (9 November 2016)
 
We are now pushing a version Alpha 8.5 hotfix release, here is the only change:
Disabled a portion of the new EAC integration which was causing server crashing on round end.
 
 
UPDATE 8.4 Hotfix  (9 November 2016)
 
We are now pushing a version Alpha 8.4 hotfix release, here is the only change:
This fixes a bug in the anti cheat plugin causing server crashes
 
UPDATE 8.3 Hotfix  (8 November 2016)
 
We are now pushing a version Alpha 8.3 hotfix release. For those curious, we are pushing out smaller patches in quick succession in preparation for the free weekend at the end of the week. Here are the changes:
Fixed file integrity checks in EAC.
Fixed players getting disconnected from servers by EAC without an error message.
Fixed huge player models showing when watching someone switches seats in a BTR-80 far away.
Fixed an invisible collision mesh sometimes getting left behind after a player dies.
 
UPDATE 8.2 Hotfix  (8 November 2016)
 
We are now pushing a version Alpha 8.2 hotfix release, here are the changes:
Added a HUD indicator which shows the names of the players currently in your vehicle.
Added color coded indicators showing the status of your squad members. The statuses are: not spawned in / dead (white), spawned in and not bleeding (green), bleeding (yellow), incapacited / revivable (red).
Added new player first time help messages for fundamental events, including the first time: using the map, becoming a squad leader, becoming a medic, bleeding, using a vehicle, and using a supply truck.
Added the yellow spawning dot to all spawnable points to make the spawning interface more intuitive and consistent.
Made toggled crouch enabled by default for newly installed copies of Squad.
Made the jump key untoggle crouch when crouch toggling is enabled.
Increased round duration timer on 2k INS maps from one hour to 90 minutes and 4k INS maps from 90 minutes to two hours.
Changed squad leader marker distance indicator so it is less precise at longer distances.
Attempted fix for a server crash relating to vehicle claiming.
Attempted fix for a server crash relating to players being ejected from a vehicle.
Fixes to code for preventing players from clipping through walls.
Fix for the draw distance on several deployables so they don't disappear after 80-100 meters.
Fix for backblast rotation on RPGs and LAWs being in the incorrect direction.
Fix for NSV not having sounds on low quality in the third person.
Fix for giant player models appearing for a split second in certain cases where soldiers are entering or exiting vehicles.
Fix for soldier's 3p mesh being shown when driving vehicles on listen servers, EG starting up Jensen's range in local training mode.
Extended the logical scanning range of shoveling to improve it's reliability.
Fix for certain server functions not being called properly and causing log spam.
Fixes for the spawning mechanics of weapons caches.
Fix for incendiary grenades to allow for better interaction with weapons caches.
Disabled texture streaming on grass textures.
Replaced missing and broken statics on Yehorivka.
 

UPDATE 8.1 Hotfix  (4 November 2016)
 
We are now pushing a version Alpha 8.1 hotfix release, here are the changes:
Attempted fix for a rare memory related server side crash.
Fix for players being able to see through walls when prone.
Fix an issue where players would be given very large or very small scores.
Fix for reserve slots not functioning properly.
Fix for the EAC shield not showing up properly.
Fix for Ambient Occlusion not being able to be turned off.
Fix for healing sounds incorrectly overlapping each other until the sound fully completes.
Fix for empty servers incorrectly showing up as having poor health.
Fix for smoke trail effects not cleaning up properly in certain cases.
Fix for suppression effects being disabled on low quality settings.
Clean Razorwire has been reduced from 100 to 25 construction points.
Militia and Insurgent Heavy Machine Gun deployables are now limited to 2 unshielded and 2 shielded DShKs instead of unlimited shielded DShKs.
Reduced linear recoil pattern on HMMWV .50 and all emplaced weapons. They should be slightly more effective at long range engagements.
Fix for interior engine sounds not beeing affected by effects slider.
Fix for issue with KPVT 3p fire sounds dropping out.
Adjustment of sound muffling when incapacited.
Removed a UB32 technical from Chora INS.
Added ambient sounds to Yehorivka.
Updated Yehorivka AASv2 with the correct Militia Urals and removed guardrails from main roads.
Fix for Yehorivka AASv2 Logi Supply Point uncappable state once capped.
Fix for fences on Gorodok.
Extended the draw distance of trees on Fool's Road.
Fix for red and blue colored GP25s at various LODs.

Offline Marcelo Fortio

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Re: Squad- Updates
« Reply #23 on: December 08, 2016, 13: 49 »
https://youtu.be/yOJe0-5FlRc


minha nossa senhora  :clapping:

Offline Pedro Barbosa

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Re: Squad- Updates
« Reply #24 on: December 12, 2016, 18: 02 »
Está cada vez melhor ;)

Offline Pedro Barbosa

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Re: Squad- Updates
« Reply #25 on: December 17, 2016, 20: 08 »
Alpha 8.9 released!

http://joinsquad.com/readArticle?articleId=139

Prendinhas de natal! :)

Offline Pedro Barbosa

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Re: Squad- Updates
« Reply #26 on: February 15, 2017, 19: 24 »

Offline Nuno Basto

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Re: Squad- Updates
« Reply #27 on: March 19, 2017, 14: 57 »
V9 do Squad pronta para download, 5.5Gb!

! No longer available


Changelog:
http://joinsquad.com/readArticle?articleId=151

Offline Pedro Barbosa

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Re: Squad- Updates
« Reply #28 on: March 19, 2017, 16: 16 »
Bery nice!

Offline Nuno Basto

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Re: Squad- Updates
« Reply #29 on: April 26, 2017, 14: 42 »
Próximo domingo temos para testes 2 mapas de 6Km2 para jogar em CTF! Um mapa pensado para o uso massivo de veículos com 1000 tickets á disposição para conquistarem 3 bandeiras, e um outro mapa com duas bases cada equipa onde têm 10 min para construírem a sua base e de seguida é a batalha por 3 bandeiras!

goo.gl/TrcSBP