Battlefield 4 > Battlefield 4 Technical Information > Battlefield 4 CTE Community Map – Team Deathmatch

Battlefield 4 CTE Community Map – Team Deathmatch

Team Death Match is now under going testing on the Battlefield 4 CTE Community Map but that is not it, the CTE squad have added 2x Team Death Match areas, 2x Gunmaster areas, 1x Squad Death match and a load of game and netcode updates.

NEXT FOCUS GAME MODE : DEATH MATCH
Our third vote resulted in a Team Deathmatch win – and since we had a little more time, we implemented all the deathmatch modes: 2x Team Deathmatch, 2x Gun Master and 1x Squad Deatchmatch. We will run all these 20 player modes/layouts on the small CMP servers!

Below are the full patch notes which include team play improvements, PLD and laser locked buff and a semi auto shotgun nerf.

RELEASE NOTES
These are the changes included in this release:

Community Map Updates
Adding game modes: 2x Team Death Match areas, 2x Gunmaster areas, 1x Squad Deathmatch.
Changed factions of the map back to US vs CN.
New lighting on stilt house.
Added moss on fishing shack.
Starting blocking out of new overgrown area and also added rock near the farm.
Water updated (now transparent).
Added reflections to temple puddles.
Added a kudzu grove to the right past the Medical Facility coming from the US (former RU) side.
Updated temple foundation.
Added new warehouse object, added sound area to it.
Tweaked the scatter meshes used (the low grass and smaller bushes).
Made smaller roof piece for the destructible huts.
Full terrain polish pass on the whole level.
Added more puddles, shaping and setdressing in the river area..
Added some lights for helipad.
Updated the temple area.
Added flower scattermeshes, added flowers in the level for color variation.
Added palm oil fruit truck.
Fog color and density pass.
Fog/lighting pass in temple area.
Updated the rock face behind waterfall to better fit the level color wise.
Added lockers to medical clinic.
Added lights in medical facility/hospital.
Ghost town pass – more refinement and terrain shaping.
Full first audio pass.
Terrain and set dressing the “Huts” area (after kudzu grove coming from medical facility but before the logging camp/fishing village)
Added orange shack.
Adding crashed helicopter.
Updated the chinese spawn area.
Cover pass /sight line pass for the Palm Oil Facility TDM layer.
Fixed palm oil seed pod collision.
Updated leaf textures.
Updated the logging camp flag set dressing
Added medical lab stairwell.
Fixed spectator cameras for all modes
Worked on cinderblock houses and added new destruction that leaves some cover behind from the inner wall
Updated loading screen to reflect deathmatch theme.
Added secondary helipad to Palm oil plantation.

Weapon Updates
Fixed bad zeroing of CS5 suppressor.
Fixed bad lock on behaviour of the PLD. Acceptance angle is now 4 from prev 15.
Laser designations: increased locking distance PLD from 300 to 500.
Reduced locktime of all laser designators from 2.0 to 1.5
Fixed the hand flare damage type (now no longer creates craters)
Fixed inconsistencies with incendiary effects: Split effect so both grenades can have their own effect, slightly reduced radius and duration of handheld effect to match DOT values better, increased radius and duration of tank effect to match DOT values, Made both effects slightly better at blocking night scopes.
Added new poison arrow explosion effect.
Fixed too high damage of laser designations against aircraft and light vehicles.
Fixed bad tracking of laser designations.
Fixed bad hit detection of some anti ground missiles against fast targets.
Improved locktime on laser designated targets.
Improved accuracy and ammo regeneration of smart rockets.
Reduced damage of buckshot and flechette to lower performance at range.
Reduced number of pellets of uts, saiga, dao, dbv, m1014 to improve balance.

Squad Teamplay Initiative Updates
The marksman bonus now gives a flat scoring bonus (25 points), but still displays the distance in parenthesis.

High Tickrate Updates
Weapon burst fire, recoil and spread is now applied properly on higher tickrate servers
General movement, Rubberbanding prevention for high tickrates, Vault improvements, Pickup entity fixes, better server/client synchronization for character input stepping when running at low fps, Gunsway fixes
Fixed an issue with 120hz tick rate server packet queues
Enabled high tickrate servers on this branch again.

Netcode Updates
Fixed an issue with frame spikes on the client affecting the simulation rate, and in turn making the difference between client and server greater than it had to be and causing so called “dusting”.
Added server side rubberband and damage arbitration logging.
Several improvements related to network stall handling on the client. These improvements should result in a much smoother experience when playing under less then optimal network conditions.

Misc Updates
Integrated a decal crash fix from Hardline.
Added Icon for night operations, fall patch & holiday patch.
Adding extra logging for corrupt installs.
Adding extra logging for an suspected XP1 bomber related crash.
Integrated crash fix from Hardline for two known crashes.
Integrated a potential fix for the “bullet soaker” bug from Hardline (invincible soldier on your client).
Add more precise performance tracking for server and rubberbanding.

Summer Patch coherence
This release also includes a full integration of the Summer Patch – which means the changes you’d expect to see there should be in here. IE the Jets should be back to 313 “normal” setup again etc. Let us know if you find any inconsistencies!


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