After a week of re-imagening Quotidian and finding ways to improve the overall gameplay and feel of the map, without altering the original objectives and routes to get to those objectives, I bring you the second beta of Quotidian. =)
You can download the map here: [LINK UPDATED]
[b]http://www.megaupload.com/dk/?d=BMXUQMQG[/b]
List of changes:
ALLIED SPAWN
Allied spawn has been relocated inside a building, this way the admins will better be able to determine if there is any SK/SC. There is still arty protection at the imediate exit of the allied spawn, to prevent arty spamming the exits.
MORE COVER = MORE HIDING FROM BULLETS

Added a bunch of barrels, crates and wooden stuff to give the allies a chance to survive when they take the barricade road to the CP house.
NEW BUILDINGS!

Added several new buildings. This should make the roads look less barren and gives new possibilites to hide and suprise the enemy.

You can also enter this building.
BACKWAY ALLEY

The Backway alley door is now destroyable with a satchel. This gives the allies an alternative route to the CP house. The allies can also chose to sneak around to the trucks without the axis noticing.
BUT BEWARE! Axis spies have been said to lurk in the buildings! If you try to sneak around before the road barricades have been blown, the axis team will be warned!
TRUCK DEFENCES

The axis engieneers are now able to construct defences for the fuel trucks. This should make it easier to defend them.
A barb wire has been added to the north fuel truck fence to make it harder for the allies to TJ their way onto the truck.
Allied spies have noticed that the windows in the room above the north fuel truck have grown weaker though, so it is possible to break the windows completly and jump through them.
TRI COUNT VASTLY IMPROVED
The tri-count has been improved and optimized. This should result in much higher FPS.
The CP area has proven hard to optimize, so this place still has 20K tri’s.
OTHER

If the allies take the train route to the CP, they should notice that they will be able to take the wooden board and crawl that way up.

To make it easier for the axis to defend the CP from 4 different fronts, there has been added a Machine Gun at the broken house next to the CP building.

A health and ammo kit has been added next to the axis only door.
I hope that this will make playing the map more fun than it is now. =)
P.S. If you get any good ideas that could improve the map, be sure to post in the mapping forum and I will look into it.

