Nuclide

Nuclide RC8d

  • Fixed some bugs
  • Re-added overtime
  • Logic improvements
  • Minor detail improvements
  • Optimisation pass
  • Minor detail improvements
  • Adjusted respawn times
  • Bugfixes
  • Greatly lowered the volume of the mic easter egg
  • Changed the entry requirements of the mic easter egg
  • Lighting improvements
  • Logic improvements
  • Redid blue mid OOB detailing
  • Skybox improvements
  • Optimisation improvements
  • Bug fixes
  • Lofi
Additionally, I found the original sketch I did for last almost two years ago. Surprising how little has changed.
IMG_6836.jpg

Attachments

  • IMG_6836.jpg
    IMG_6836.jpg
    1.5 MB · Views: 164
  • The Flag now Self-Destructs after 2 minutes of one team owning the flag.
You're carrying highly volatile materials, you didn't think you could carry it around in a combat-heavy environment forever, did you?

  • Added an alert for when the flag is about to be captured.
Teams are often blindsided when a lone scout runs past their defences, and capping without them even realising they were there. This alert should put teams more on the defensive, and keep them notified once the flag is deep in their territory.

  • Logic Improvements/fixes.
As it turns out, trying to make a whole bunch of new logic when you're both tired and drunk may not be the best idea. I have since corrected and improved many of the mistakes from the last update.

  • Improved jumppads.
Players were frequently annoyed and frustrated when trying to use the jumppad. This was down to a few factors, but i've improved the geometry around the jumppad so that players should no longer get caught on the pad or fail to make the jump.

  • Crit boost upon enemy capture reduced from 10 to 4 seconds
The crit boost was always intended to be powerful in order to drive the enemy team from your base and clear a path to mid, but most players will retreat naturally and the added crit boost was a bit too oppressive. This should be a much more reasonable time to have crits, enough to win a quick fight but not enough to go on a rampage.
  • Added more cover around last
Last has always felt very open and exposed, which made it feel unsafe to both leave spawn and push into last. This assortment of new objects propagating the area should help improve the area and give certain classes more opportunities for unique gameplay.

  • Nobuild changes (you can build in a couple more spots now)
  • Redid the spawn detailing for RED
  • Skybox improvements
  • Detail improvements
  • Added more voicelines
  • New funny secret
  • Clipping improvements
  • Optimisation improvements


Also, Happy (almost) 2 years!
...wow, has it already been that long?
  • Removed railings in lobby
  • Detailing improvements
  • New dynamic spawn time system
  • Redid the detailing for reactors behind spawn
  • Bug fixes
  • Minor optimisation improvements
Back at it again with the Nuclide updates

  • Added new route into last
This new route is (from the defender's perspective) to the left of the capture pit, and provides attackers a relatively safe area to prepare an attack and take out several of the strongest sentry spots. However, this route is accessed via a short vent route (that connects the upstairs office, new route, and the jumppad) that is quite tight and is easy to defend.

This should shift the balance of last significantly, hopefully towards the attacker's favor, but it's yet to be seen.
  • Minor detail changes
  • Bug fixes
  • More frogs
Wow I'm really doing one of these each day huh?
  • Redid Red's OOB area near the main base entrance
This area has suffered from a funky lighting issue for a while, so why not just remake it? So I did that. It's now also in 'map space' now, rather than the skybox. I may also do this for blue side later on, but probably not.

  • Revamped the route from pool > last
This route was often unused apart from occasional flankers, so hopefully these changes make it a more enticing route to push through. The route from the boiler room into last lobby has been removed, to focus more on the route from pool > last, and the health + ammo in pool has been removed, though the boiler room now has a full health kit to make up for it.

  • Revamped the route from garage > office
Previously this small route was awkward to look at, and navigate, so this should be a substantial improvement. A medium ammo pack has been added to encourage engineers to set up a forward hold there, but the medium health pack in office has been moved back slightly.

  • Removed the full ammo pack in lobby
  • Several texture fixes
  • Several lighting fixes
  • Several clipping fixes
  • Minor particle adjustments
  • Minor detail fixes
  • Frog?
Next update is likely to be smaller than the last two.
  • Compiled with LDR