Here it is, final version of dijon.
I spent the last two weeks gathering all sorts of feedback and working on minor details after rc3 was tested among CoJ testers.
Among these changes, the most important ones are the modifications to the wineshop and the garden house, but here's a full list:
#Fixed various models drawing distance
#Improved architecture => better FPS in the main street area.
#Fixed front entrance arches of church
#Fixed entire wine shop flag cap zone -> ground floor only to cap flag
#Reworked wineshop to prevent allies spawn camping
#Added allies spawn exit
#Reworked garden house
#new interiors in most buildings
#Enhanced optimization for a more progressive load and hit on performance.
The map is as far as I'm concerned as good as it'll ever be. It remains my first map ever and as such it may not have everything a good map should, but I'll see about that in my future projects. Time to move on as they say, and the next one will be dod_rive.
Big big thanks to all CoJ testers throughout the beta versions, who have been both very supportive and very detailed in their feedback.
We like it for realism, it works well and i like it because its tight, but i just have a little request, is it at all possible to make axis spawn a little further back. i know its a little to late but god is it easy to spawn camp