REVOLT CONTINUES…..

 

0.17 Beta

 

Installation:

 

Revolt .17 is an incremental patch.  This means you will need the Revolt .15 full install to play this updated version.  Revolt .17 comes in pk3 form and should be placed in your current Revolt folder (Call of duty\Revolt\Revolt_15.pk3...).  If you have any issues getting your update to work properly, read our FAQ or stop by our website CODmod.com.

 

**This version is a patch, you will need the .15 Master Build  to install this update!**

 

Overview:

 

Revolt has progressed into a cleaner, fuller more stable conversion that fills out a full campaign.  We've decided to bring version .17 in as our beta version to refine and finalize the middle eastern campaign.  As a beta, we now look to finalize all content introduced thus far to reach version 1x.  New content may be added, but not promised as Revolt development may continue on another medium.  We look forward to a strong .17 beta with you all and eventually a solid Revolt Call of Duty .1x Master Build.  Below is a detailed description of changes and additions made in version .17:

 

REVOLT .17 FIXES:

 

- Long Range/Close Range weapons

The M14/G3A3, Uzi/Mp5 were adjusted to fire more inaccurately from the hip to eliminate the screen dotting exploit.  After careful analysis we've decided to remove the cross hairs on the SMG's.  If this affects anyone's game for the worse, please contact us direct immediately, the general consensus was to remove them, but we'll let you guys decide.

 

- Medium Range weapons

The M16/AK47 received a recoil adjustment while using the sites.  We will be looking closely to see the affects as far as being for the better or worse in game flow.

 

- Animations Fixed

A lot of animations reacted (weird) in version .15.  So we spent some time refining them across the board.

 

 

- Maps Fixed

- Industrial Park was updated with visuals and of course S&D now functions correctly.  New spawns were also added.

- Hizabala City was fixed in several locations, one of most importance would be the "getting on the roof" exploit.

- Mud District was cleaned up and recompiled.  Hopefully for the last time ;)

 

 

 

 

Revolt .17 New Features:

 

 

.1 IRAQ CAMPAIGN MAP EXPANSIONS

 

-REV_Basrah

Mad Mike's second Revolt Master peace!  This huge, strong lay out, detailed map will add tons of life to Revolt.  Any game type and supporting as many clients, Basrah is just what we've been waiting for.  This map is nothing less than perfect for Revolt.

 

-REV_Ramadi

A Medium sized map, Ramadi's intricate detail, high quality and proven layout is a hell of a way to add to the campaign.  This map makes an impression on what can be achieved on the q3a engine.

 

-REV_Corpsiege

A CHK-Cobra constructed map, was thankfully added to the campaign.  This map has a ton of new innovative scenery and eye popping custom textures.  The layout is perfect for Revolt and it's game types.

 

 

 

LAN MAPS:

 

-LAN_FaceOff

While testing Capture the flag with just the couple of us, we've put together another small LAN map for the low client server.  This map takes place in a cold snowy setting and is completely symmetric.  The underground passages make flanking maneuvers  possible and makes for good cover.  The raised bases give a good "guard tower perimeter secure" feeling and the emerged bunkers in the middle makes for good counter offensives.  This map is a blast with 2 or more players.

 

REVOLT WEAPONS:

 

- Silenced SMG's

- Alt modes added

- Screen Dot exploit addressed

 

Conclusion:

 

There is a ton of other new goodies, we just wrote out the highlights.  We expect a few small errors to emerge or remain in this update and we'll keep an archive of issues to tackle in the next Master Build version.  We thank all of you who supported Revolt and kept playing all these months.  We are proud to be part of such an ass kicking community, even getting our asses kicked!

 

Thank you all for Revolting with us!


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