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Fixed an issue with the minimap on all maps which support helicopters (using soft map boundary), the minimap appeared more dim/darker than intended. Updated binoculars with new zoom in/ zoom out sounds. The audio module for Squad is initialized at the game start. A complete dictionary of Squad Maps and layers available in-game. Chora RAAS v3 features old school F88 Rifles. Players may want to try adjusting their Shadows and Ambient Occlusion Graphics settings for this update. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. (APFSDS rounds etc.). Allowing a soldier to climb on top of another soldier to boost over a wall, we removed the force which previously prevented players from standing on each others heads. Mention the demotion if you are no longer the FTL. Pros: Relatively small footprint with superior viewing angles for observation and fire support. Adjusted GB FV107s HAT damage modifier. Fixed a minor issue on Yehorivka Skirmish v2 where a RUS Ammocrate was spawning on top of a shed at RUS Main. Fixed a minor visual issue with the texture on an Afghan rock wall endcap looking washed out, which was missing albedo. Fixed an issue with a bad texture assignment on certain brick walls. Fixed a minor audio issue where the INS faction was missing the Commander and Adjutant voiceover lines. No change in all vanilla settings. deployables to be placed intention is to disallow all deployables in the sewers. Updated and replaced most particle VFX with improved visual fidelity and major performance optimizations. Note: All three of the following critical issues are linked to a common root problem within Unreal Engine 4 re. Fixed a minor issue with the camo netting frame extending through the floor, at grid G8-5-7. Fixed an issue with various buildings and foliage culling too quickly. Usage See Captain's video to find out how to work with our official deployment at squadlanes.com. RAAS v11. TC v2. Fixed the Scots Pine tree texture so it is less bright. Adjusted the MEA BRDM-2, MEA BMP-2, MEA BMP-1, MEA Ural-4320 & RUS Woodland BMP-2 hull textures to improve the resolution on small details like the lamp, turret cloth and track wheels. Fixed an issue on Logar Valley with a collision on a ruined mud wall that was blocking a doorway at grid C3-5-3. Fixed a minor visual issue with a garage door using plaster material instead of metal material on a garage west of the Blue Mosque POI. Updated the water material to better match the new lighting. Fixed an issue with the RUS/MEA Kord HMG emplacements stadiametric rangefinder not having accurate markings. Adjusted rearm cost for USA M136AT4 & CAF Carl G HEAT from 50 down to 35 ammo points. Fixed an issue with a compound buildings floor and ceiling incorrectly displaying metal sheeting material at grid O5-5-1. To prevent frustration, we have opted to ship the fall damage overhaul as part of a more complete package of soldier locomotion changes in the future. RAAS v10. RAAS v12. Fixed several issues with the peripheral vision ADS Blur for infantry weapons: Fixed ADS blur harsh cut transitions when toggling between ADS and hipfire. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. Fixed a gameplay issue where in some circumstances, projectiles were dealing double damage to vehicles. The development team focused on creating more physically accurate parameters for outdoor lighting, achieving brighter highlights, deeper shadows, greater contrast, and providing more accurate colour. Added a Material Quality graphics setting. Designers Note: The intention with this change is to reduce marker spam and the overreliance on this system for fast spotting versus other forms of communication. Local/Offline Bug with Weapon damages: When playing offline on Jensens Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. Tunnels are now darker in general, to better represent these CQB areas. Fixed an issue with decorative stones causing issues with players crawling into the collisionless mesh by reducing the overall scale/size of these objects. So the 1st flag could connect to any 2nd flag, then that one could connect to any 3rd flag, etc. This patch adds the new Harju Map to the game. The effect has been visually improved to eliminate most graphical artifacts and preserve visual detail in dark spaces. Added a new Capture Rate Indicator to the HUD Flag Status widget (in the top right of the screen). Fixed a wall segment having a missing face at grid I7-8-9. Our design intent is to allow for camouflage and cautious movement to be effective, but without excessively inhibiting other players situational awareness once a firefight begins. Setting it to Low will disable the effect altogether. This new revised landscape should appear more natural, with a minor increase in micro terrain. The root cause of this issue was addressed by a change to the way penetration is handled. Updated landscapes are currently found on Manic-5, Mestia, Gorodok, Yehorivka, and Anvil. Updated Mestia Invasion v1 to now use Mid Day Lighting. Fixed an issue with z-fighting decals on hangars. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Fixed an issue with dithered temporal AA glass shaders. Squad Masters Vanilla are the normal maps with normal settings. While all layers benefit from lighting changes out of the box, transitioning to a new HDRI sky-spheres is a very time-consuming process. Updated Mestia Skirmish v1 to now use Overcast Lighting. help us fix things faster, and we truly appreciate those that have filled out and sent in crash reports. These new effects should be more visible at distances and will linger with the wind for ~12 seconds. All UGL / Frags now use a new light impact sound. Fixed clipping issues/exploits with rocks at grid C4-1-3, G6-8-7. Fixed an issue with small ground clutter/rocks having too short of a culling range. Those who know about it anticipate and destroy maps. More map layers will be upgraded with the HDRI sky spheres gradually in future updates. GB FV510 IFV was particularly susceptible to this issue. Another gameplay change to note is that soldier stamina will no longer regenerate while vaulting and climbing, with stamina regeneration paused during these activities. The grass is thicker, has more variety, and includes realistic clustering of similar foliage types (such as patches of flowers). Added a new landscape shader and new landscape textures. Adjusted vehicle out on Narva Invasion v2: GB FV107 now respawns, RUS 1x BTR82A is now single-use, other BTR82A now has 10min initial spawn time. !vote restart - Restarts voting with 6 random maps and modes. Updated CAF weapon text description in the role loadout screen. My suggestion? Added a new road connection between the Bunker and Train Bridge OP. Adjusted the grass materials to better match the landscape. Fixed a potential FOB deployment exploit on the 2nd floor inside the Warehouse. Please dont hesitate to offer your feedback on this game mode (including the ones with experimental features)! Adjusted the INS RPD ammo cost per boxmag to 15 ammo points, instead of 11. Updated the MEA G3 Rifle series firing sounds. Updated map to use new grass & adjusted the scale of the grass. Fixed an issue with floating rocks and grass at the entrances to Tunnel POI. With this adjustment, the intention is to put more emphasis on the SPG9 vehicle crew to maneuver more carefully in an active combat zone, instead of previously being able to arrive at ideal ambush positions, over-watching the first objective before the enemy had a chance to maneuver. Additionally, when leaving the UAV camera, they hear all of the local audio broadcasts at the same time, originating from the point where they were initially transmitted from even if the person doing the transmission has moved afterward. Update v3.4 for the tactical first-person shooter, Squad, is now available on Steam. Overhauled the vehicle armour mesh system to now use a new simplified process for assigning VFX and SFX. Optimization: Blur shader no longer costs performance when not in ADS. Soldier stamina regeneration will be paused until these actions complete. In the future, restriction zone functionality may be extended to some of our larger maps as well. Fixed a minor visual issue of characters backpacks getting awkwardly crunched down in 3p by adjusting soldier prone pitch up and pitch down 3p poses. After the fighting in Narva, the opposition forces have begun raiding the various towns in the area. The Australian Faction was originally developed by the modding organization Midnight Interactive Pty Ltd. Offworld purchased the mod and has spent many months fine-tuning the artwork and mechanics. involved removing some problematic systems that attempted to move a player before they became trapped within a deployable, which is suspected to be the cause of this issue. As was noted earlier today we have discovered an exploit in Squad and while we believe we have it fixed in v2.12 there is a small chance that it might slightly delay the updates release. Updated flag capture rate scaling values. This issue occurred when a projectile damage trace would hit both the vehicle turret and hull, applying damage to both of them, and when the turret was set to transfer received damage to the hull, it resulted in dealing double damage to the hull, which was not intended. The Seeding game mode is a work-in-progress game mode to help server staff get enough active players to jumpstart their servers play for the day. Fixed a few locations where archways/ doorways were too low / terrain too high at grid G8-7-2. Design Intention: This gives defending players the opportunity to deploy an elevated, protected position, which they can use as an observation and firing platform. Fixed ambient reflections failing to save properly, which resulted in some maps missing pre-rendered reflections. V2.12 also features extensive overhauls to some existing maps with Yehorivka and Gorodok getting significant updates including lighting updates and new geographic features. proportions on the CAF and MEA static flags. Updated the grass wind effect, replacing the old wind function with an updated version, which should emulate wind gusts and overall foliage weight much better. SquadMaps: All maps and layers in Squad. AAS v1. Increased intensity of peripheral vision blur when using zoom optics. Only the admin cam has special caster features. This updated grass is currently found on Gorodok, Yehorivka, and Mestia. This is intended to make using these deployables more effective for defence, as well as offsetting the impact of the new muzzle flashes. Fixed an issue on several Invasion/Insurgency map layers where the Defenders would have the wrong intro text & staging phase text. Discussion Squad is again way too infantry-based, almost all AAS/RAAS layers lack light AT-vehicles Author Date within 1 day 3 days 1 week 2 weeks 1 month 2 months 6 months 1 year of Examples: Monday, today, last week, Mar 26, 3/26/04 Updated textures of most infantry weapons and HMGs, to bring them in line with a more realistic metallic look. This will now be enabled by default on all server platforms and will aid in gathering information to address the critical Linux crash issues. Updated the game mode legend descriptions and server browser tooltip text to be more rapidly digestible and easy to understand. turret was disabled and therefore stabilisation was disabled. Updated HABs, Sandbags, HASCOs and several other deployables to use biome-specific camouflage. Players who are experiencing issues after the update, be sure to go to Settings ->. . Updated the RUS/INS/MIL BRDM Spandrel to use a new firing sound. Fixed LODs before imposter on Beech/Oak trees. This is a long-time legacy bug that has been difficult to reproduce reliably. Pros: Large amount of hit points and good viewing angles, with a protected entry way. Fixed thousands of legacy assets that exhibited visual artifacts in the new lighting and fog. Updated the vehicle explosion impact interior sound sets, adding 2 new sounds. Initial Neutral flags have an additional 1.3x speed multiplier. Adjusted Anvil AAS v1 starting tickets to 300/300 (was 350/350). We will keep you informed if this happens. This usually resulted in putting a soldier up in the air, followed by a fall to their death. Also added more opacity at further LODs. Updated minimap with the intent to make height more readable, minimap now also features trees. Fixed a visual issue with the vehicle HUD, where a vehicles, destroyed turret component indicator would incorrectly display that the turret stabilisation was still active, even though the. This can be changed in Settings -> Graphics. Updated soldier stamina to no longer regenerate during vaulting and climbing. Adjusted many Invasion map layers to add an initial 5-minute delay for the Defending Teams Technical SPG9. Fixed Ambient Occlusion artifacts on thousands of buildings, environment objects, and foliage assets. Fixed an issue where excessive landscape DFAO was applied to meshes intersecting the landscape, which manifested as a harsh line in the distance. Fallujah Fixed an issue with train cars in the north-west of Fallujah having several issues with their LODs, allowing players to see through parts of the assets. Fixed a minor issue with the INS Hab lacking bullet collision on the backfaces. Admin Commands. Offworld Industries has launched Squad Update v2.9, debuting some major changes to ammo racks to reduce one-hit kills, a few new map layers, and a boatload of other changes. Fixed a potential exploit with the vehicle repair tool that allowed for infinite vehicle repairs. Adjusted all Yehorivka map layers helicopter altitude threshold to be decreased from 600m to 400m. We felt that this was necessary to offset the lighting and foliage changes, which can make spotting enemies more difficult. Added 4 new Yehorivka RAAS layers with re-configured CP routes, for improved variability and less predictability. Also a feature in v2.15 is improvements to FOB Deployables including new additions such as camouflage netting that will help conceal soldiers who are using the FOB for cover. Fixed an issue with the Kohat Poppy fields flickering in a white/black color. Squad Lanes has destroyed RAAS layer. Design Intention: Encourage teamwork within and between squads by incentivizing capturing points en masse, and give squads a reason to stick together when back-capping on initial rollout. Improved Ambient Lighting: Converted the Skylight to work with HDRI skyboxes, and removed the old Ambient Cubemaps. RAAS v05. Adjusted the faction vehicle layout on Tallil RAAS v1. Here the intention is to encourage more strategic options, especially during the early stages in a round and during Double Neutral scenarios. Adjusted most soldier clothing materials to be more consistent with each other and to respond to light in a more physically accurate way. Fixed an issue with the waterfall missing its VFX. Fixed an issue with the Castle POI walls culling too soon. Occasional Player (Client) crashes in various circumstances. We have managed to make the new system up to ten times more efficient than the old Far Shadows system. Updated CAF TAPV Armored Cars woodland and desert texture with maple leaves for the syrup lovers. All tank rounds are using the existing sounds that youve heard. Increased the turret health to match the INS T62. Fixed a vehicle spawner issue on Narva AAS v2, where at RUS Main a BRDM2/BTR82A spawns incorrectly, interacting with the Staging Phase bounding box. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Updated Anvil loading screen music to use its own unique theme. optimized the LODs on the Coal Tipple Building. When a player attempts to enter the vehicles turret seat, it will cause a game-breaking state (Missing Turrets Bug). V2.11 mods will not work with v2.12 and could potentially crash Squad before it was able to launch the Main Menu. Also adjusted the volume of 50cal hit sounds against a Minsk. Squad Lanes makes sense as an invaluable tool in RAAS layers that follow lanes such as Yehorivka RAAS V1. Please play Squad on a system that meets or exceeds our min spec. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. TC v1. We have completely reworked the games handling of dynamic shadows. Fixed an issue with a static shovel floating at grid D7-8-5. Adjusted Combat Engineer Kit Role inventory razorwire to have the half built state with a single row of knee-high wire (Same as FOB razorwire). Fixed an issue with a tree growing in train tracks at grid G9-4-8. Fixed an issue with a tarp asset that can cause headspace issues at grid D3-3-6. Arrows will appear on the Capture Progress Bar to indicate how quickly the point is being captured or lost. Hawks layer pack, the next generation of squad gameplay. This feature is currently enabled on the following maps: Anvil, Gorodok, Manic-5, Mestia, and Yehorivka, greatly increasing the close-up detail of the Landscape. HAT weapons will now do reduced damage to this vehicle, allowing a full hp FV107 to withstand 1 handheld HAT shot, bringing it down to 10% HP (start of burning damage). Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. All armor piercing projectiles use another set of piercing more destructive sounds. The quality and performance cost of this effect are controlled by Post Process Quality. Extremely Low Res Textures Some players may be experiencing very low-res textures after the v2.0 release. The map was added into the game in the Alpha 14 (June 6, 2019) update. Fixed an exploitable non-enterable room to prevent radio placement. Fixed vehicle spawners on Skorpo Invasion v1 and added 2 Minsk bikes that respawn at Main for MIL. Improved and optimized texture quality scaling. Updated the HAB ghost placement mesh to include exit point indicators. It should also improve pacing by encouraging more deliberate movement from flag to flag, and provide more strategic options on rollout. Fixed mesh and DF issues on the Tamarix tree and adjusted the Tamarix bark being extremely dark. Removed most artificial colour-grading. Fixed a minor issue where ticket values would sometimes appear in the negative at the end of a round. Fixed an issue with foliage popup at close distance. This is an inherent problem, and the solution is currently in long-term development. One squad leader is usually trying to pull the team together and getting yelled at by the other squad leaders, who are doing nothing productive, for losing everyone the game. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. The primary purpose is to provide a camouflaged observation position with which a defensive player can monitor enemy movements without being seen, as well as a firing platform should they choose to engage. Fixed an issue with a rock having collision problems at grid F4-7-4. This means, for example, that the gunner on the Simir will now take damage if a grenade lands close to the vehicle. This work can have a significant effect on gameplay as Tallil shadows now render out to 1km at all graphics settings which ensures that Low settings no longer give a significant competitive advantage for spotting targets. Fixed various foliage issues across multiple maps: Fixed Oak Cluster from having inconsistent LODs on too many vertices. Note for modders: Added the option to bypass duplicate text checks on a per-notification basis. Updated Terrain shadows to now render out to 8km. The final graphical update to pay particular attention to in v2.12 is that the team has worked to improve the visibility of muzzle flashes which will help make spotting enemies less difficult. Added GPU Occlusion toggle: Enabling this feature may help improve performance by reducing occlusion query times. Adjusted USA LAT 01 (M4 with Aimpoint and the M136 AT4) kit role to now have 2 frag grenades, similar to other LAT kit roles that have non-magnified scopes. Adjusted all Technical SPG9 vehicle spawn times to now be 10min (some map layers previously had 5 or 6 minute spawn times). These vehicles are equipped with a very fast velocity and flat trajectory weapon, and when combined with their high mobility, they can be used to devastating effect at long ranges. . Squad's RAAS system was originally based only on depth. The one exception is Fallujah, where shadow render distance has not been extended, pending more extensive map optimizations. Fixed a minor issue with a small divot in the ground under a shed at grid D3-3-6, which looks like infantry should be able to crawl through, but actually cannot. Adjusted the USA Protection Zone on Kohat RAAS v2 so it no longer extends so far east of the USA main. Fixed a long-standing UI issue with the diamond-shaped flag state indicator on the map, where the indicator was incorrectly blinking even when neither team was capturing the flag, giving players an incorrect impression about the current capture situation. Adjusted Deployables damage resistance against explosives, fragmentation, and HEAT. I already made a thread about it here a few months ago and simply due to the fact that it got zero response from any member of the development team one can only assume that such behavior is actually officially condoned. Localization for most language translations is currently out of date. No ticket gain from capturing flags (normally +60). This should alleviate the issue of a vehicle crew not being able to determine the severity of an impact (i.e. I put this together for a couple reasons, partially out of personal interest in how some of the stranger layers function but also because of how often I see newer players struggle with . Fixed floating shovel and no water sfx sound on inlet. RAAS v11. Fixed vehicle spawner issues on Lashkar layers that would cause the incorrect vehicle to spawn at a given location. Updated the render distance of muzzle flashes, this was previously only 50m now muzzle flashes render out to 1000m. It is the third update of the year (not counting Hotfixes). Corrected the helicopter pilots penalty to now only be counted as a single suicide penalty when crashing a helicopter, regardless of the amount of passengers involved. The layer is focused on light vehicle combat, each team has access to up to 20 light vehicles (CAF TAPV and RUS Tigr). Most night layers are now brighter in general. This will be addressed in a future update. Updated point capture speed to scale by the number of players. Fixed a z-fighting column at the warehouse. Create Infographic with the information below: Added a Depth of Field (DoF) effect. Fixed an issue on Goose Bay with a hole in the rock face that could be shot through at Fishing Village grid D9-1-1. Fixed a sidewalk using an incorrect material. Updated CAF arid uniforms textures to look more authentic. Random Advance and Secure (in short, RAAS) is one of the primary game modes in Squad and very similar to Advance and Secure (AAS). Design Intention: This is intended to make it harder to spot soldiers using deployables for cover. MEA now has 2x Ural Logi instead of Simir Logi. Fixed some road intersections that were not blending correctly. Fixed an issue with terrain clipping into a building at grid D3-3-6. Fixed an issue on Goose Bay AAS v1 with tilted helipads at the RUS main. Narva Adjusted Narva mid day lighting.This lighting should now have more balanced colour temperature and wider contrast. Now many of these faction setups will be displayed on individual lines, except for when a team has many of several vehicle types: IE Invasion layers with many Minsk bikes or Logis. Players playing Squad on systems that are below our minimum specifications may find that this update does not run as well as previous versions of the game. Added 2 new Narva RAAS layers with re-configured CP routes for improved variability and less predictable routes: Narva RAAS v2 (USA vs RUS), CAF Narva RAAS v2 (CAF vs RUS). !vote start - Starts a vote with 6 layers, random modes. Restriction zones dont block projectiles, but will kill enemy players in 8 seconds, similar to the outer map bounds. Rocks and grass should blend much better. Keep RAAS the same but in a 7 random objectives map: Have first 2 objective already capped to your side and everyone focus on 3 mid objective. Updated the Fireteam notifications to include more detailed info such as: Mention the promotion if you are the new FTL. The most obvious part of the v2.15 Update is the much anticipated release of the Australian Army. We intend to add a staging phase functionality in the future, which will automatically remove restriction zones once a critical player number has been reached and staging phase ends. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Added a small amount of new mini POIs throughout the map. The squad lanes website is a website where you can enter your objective and it will display what possible objectives can come up next. Fixed some floating grass at grid F5-5-8. AAS . Adjusted Al Basrah POI Druglord to now be named more accurately: Warlords Compound. Please note that the associated quality and performance tradeoffs have similarly changed. Now on RAAS map layers, all flags should stay visible for members of a team at all times after they were discovered by that team. Fixed an issue with open holes in rock meshes at the waterfall grid H3-9-4. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. This may not provide a benefit on all computers. This also helps reduce the perceived smudgyness of anti-aliasing. Adjusted river grass and cattail foliage to better match the rest of the autumn look. Updated a few maps with an initial implementation of a new landscape shader, which allows for greatly improved landscape detail. !vote cancel - Cancels current round of voting. Hopefully, this issue should be resolved now. This map layer also uses an updated regular RAAS flag lattice instead of the RAAS Lanes for improved variability and less predictability. RAAS layers offer high variability of point layouts, Invasion layers offer a unique balancing philosophy of "First point hard to hold, last point hard to take" which should offer much more enjoyable Invasion Games for both sides, but will have a slight adjustment period. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Updated a few maps to use new grass. Design Intention: This unique Insurgent deployable is intended to slow vehicles, cut off enemy routes, conceal travel routes, block sight lines, and create fear and chaos among the enemy. Switched to more physically accurate parameters for outdoor lighting. Please note that the quality/performance tradeoffs for Shadows, Ambient Occlusion, and Textures at any given setting have changed substantially. Updated the Anti-Tank rocket backblast visual effects to be longer lasting. Fixed a minor typo on Tallil RAAS v1 & Tallil Tanks v1, where the display name (in the server browser) had a double space. RAAS v08. The only exceptions are the MIL AR kit with FN Minimi and CAF AR kit with C9, which uses 200-round belts. For more on the development and challenges we faced with this update see our pre-launch blog post ( LINK URL ). Ticket loss from losing the flag is still the same (-10 tickets). Fixed the long standing FOB Double teleport bug. Scaling starts when one team has an advantage of at least 4 players, which will provide a 1.1x speed multiplier. Fixed the RUS MTLB VMK not spawning on Jensens Range v2. Updated the Manic-5 landscape, replacing the older landscape terrain shader with a new and improved shader which should offer a higher quality look. !vote end - Gently ends the current vote and announces the winner layer. Updated Main Protection Zones projectile destruction logic to now always destroy projectiles, even if there is no owning player. Expanded the road network around Kropy and Zolata POIs. Updated minimap with intent to make height more readable, also now features trees. Fixed an issue with the corn crops so that their LOD transition is not as obvious. Skorpo is a map featured in Squad. Updated the landscape terrain shader to a new and improved version. Squads v2.12 Update has been in development for a considerable amount of time here at Offworld Industries and the entire development team is excited for you to get your hands on it and finally experience it in the live game! Updated vehicles with open/unprotected gunner positions so the gunner will now receive direct radial splash. Fixed a minor issue with team tickets going into negative value space under certain conditions on the match end scoreboard. We have added a mod versioning system to prevent this, however it will mean that servers are not able to host mods until their authors update them for v2.12. Fixed a minor visual issue with a middle eastern clothesline static having visible LOD popping. Updated the map camera location on all Anvil gameplay map layers, its been raised up by 50m to avoid any exploitation of its location in finding enemy Radio/RP/footsteps while on deploy menu.

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