Mudieval

Medieval Mudieval b2

  • Added 3D Skybox
  • Added soundscapes proxies
  • Added more cubemaps
  • Healthkits are now hams (yummy)
  • Fixed some textures alignment
  • Added minor details
  • Proper intro text and menu photo
  • Starting spawn wave times are now 3 seconds each
  • Capping mid now reduces respawn time for defending team by 1 second and increases respawn time for attackers by 1 second
  • Fixed grates by mid allowing explosions through
  • (Forgot to include in in-game description) Fixed player shadows being misaligned
- Fixed some important overlays not rendering
  • Artpass!
  • Some basic optimisation
  • Overhauled playerclipping

No, the name is not final. I just can't think of a better one.

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  • Broad changes to environment lighting and visuals
  • Fixed portcullis being deafeningly loud if you were standing near it
  • Changed one of the side routes between Second and Last
  • Added a bit of detail to the lower flank route between Second and Last to hopefully make it more visible
  • Shortened Second Point capture time from 6s to 4s
  • Second Point no longer changes either team spawn time
  • Fiddled with the rocks at mid to allow for more trimp spots
  • [For testing only] Added a trigger to immediately lower each team's drawbridge when Feedback Round starts
  • Added moving portcullis and drawbridge which open on setup time, and town doors which open on proximity (all of these stay open for the whole round)
  • Decreased defender spawn time on last by 1 second
  • Arrow-lighting braziers are hopefully less finnicky now
  • Removed collision from some props for smoother movement
  • Added a missing brazier on RED side
  • Modified forward spawns to prevent ranged classes from camping in a place safe from melee classes: second's forward spawn has a drop-down and mid's has a see-through wall in front of it; and both have the respawn visualiser moved back to the further doorframe
  • Added another route to last
  • Increased base spawn times by 1 second
  • Increased defender spawn time on last point by 1 second
  • Reduced capture time of the final points by 1 second
  • Removed the bit of fencing in front of the arrow sign at mid to allow trimping
  • Fixed a couple areas at mid where players could get stuck
  • Added a light to the lower route to last to hopefully make it more noticable
  • Made torch arrow-lighting triggers bigger
  • Removed a couple player clips
  • Temporarily removed doorframe props because their collision meshes SUCK
  • Fixed the river at mid being unnecessarily hard to exit
  • Increased cap times of all points by a few seconds
  • Removed some trees at mid
  • Moved a rock at mid so players can't get stuck behind it
  • Added a bit of cover between the second and last points
  • Increased size of second points
  • Reduced full health/ammo pickups to medium