• Fixed bots not receiving spawn protection in the tank spawn.
  • Nobuilded a number of should-be invalid spots.
  • Wake up.
  • Some other things that no one will notice.
  • Nav actually correct now (Thanks lite!)
  • Cleaned up brushwork near spawn
  • Fixed nav near Newfolk sign
  • Likely a lot of little things that no one will ever notice
  • Included intermediate mission, created by Ciaran
Let's see if I remember all of this

  • Some additional detailing, foliage placement
  • Added some more props into the sawmill
  • Did some touchups on terrain
  • Added proper skybox tree cards
  • Fixed nav mesh for robot spawn
  • Added additional spawns for support robots in underworld
  • Added indicator for spawns in underworld
  • Raised fence in underworld
  • Moved position of a Blood Rift near hatch
  • Fixed waterfall displaying default particles
  • Made Blood Rift particles more prevalent
  • Added lights to Blood Rift particles
  • Detailed sign
  • Added david
  • Added a room you shouldn't worry about
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  • Detail pass to gameplay space, still needs to be finalized
  • Added additional cover to front
  • Added small cliff to front
  • Added lore-friendly pyro larvae
  • Robots can now spawn at the tank spawn (spawnbot_tank).
  • Increased some push speeds at certain tree tops.
  • Added an indicator particle to show where Blood Rifts can spawn.
  • Robots can no longer activate Blood Rifts.
  • Added custom soundscapes.
  • Added a particle around the moon.
  • Fixed a spot where players could get stuck in-between a rock and the sawmill.
  • Made all hologram models red
  • Slightly increased width of the river at the hatch runoff, added an ammo pack here as well.
  • Added a medium healthkit to the hill towards the hatch.
  • Fixed tanks falling into the hatch hole at comedically high speeds.
  • Blood Rifts now respawn in the Underworld.
  • Damage when falling off the island in the Underworld has been increased to 1,000.
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  • Should hopefully fix robots firing in their spawn.
  • Fixed a number of "godspots" regarding trees.
  • Fixed some odd clipping at one tree in particular.
  • Fixed nav to not be pointing robots into walls.
  • Clipped off and fixed nav at the underside of the front sign.
  • Added Halloween entity to the map.
  • Fixed tank paths going straight through a building.
  • Pushed an experimental change that replicated how Boogge's Void spawns worked. Functionality should remain the same.
- End of wave now sends all defenders to spawn when in underworld.
- Shifted trigger to fit new map geometry.
- Added a sign blockout at front, will be modelled later.
- Fixed a large circle of nav getting generated around the underworld island.
- Money is now autocollected in the underworld.
- Other small nav touchups.