Nuclide

Nuclide RC8d

  • Recompiled with tool brushes enabled
I'd been thinking about doing an update for a while, and now i've finally gotten around to it. Enjoy!

  • Removed elevator deathpits.
While these were pretty fun, they turned the underground route from a sneaky flank into last into a claustrophobic, rather dangerous route. With these deathpits removed it should be a bit safer to move through.

  • Replaced ramp from 'underground > last' with a jumppad.
The ramp itself was rather steep, and made it so a sniper could hide himself well, while having a sightline onto both spawn exits. Changing this ramp to a jumppad creates new interesting gameplay strategies, while also solving the aforementioned problem.

  • Changed blue's pool room from a cave to an indoor space.
The asymmetrical detail of blue's room being in a cave was cool, but since the cave itself was using hydro textures, it created a warm, reddish colour palette which was confusing seeing as how it was a room in blue territory. It now looks a lot more similar to red's room, but with enough of its own detailing to look distinct.

  • Added some extra detailing to the capture pit.
Previously, the pit was just that, a pit. Now it's got a little something at the bottom so it's not too boring, and also adding a bit of storytelling.

  • New custom particles.
I've made some new particles for both 'pool' deathpits, as well as the capture pit, and the vents in blue's new pool room.

  • Minor clipping fixes
  • Minor audio fixes
  • Lighting improvements
  • Brushwork cleanup
  • Lowered file size
  • Decluttered some areas
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  • Fixed some visual bugs
  • Minor detail changes
  • Reactor cores now spin properly
  • Improved the logic for the flag healing system
  • A couple other minor bug fixes
  • Added additional detailing to blue-side skybox
  • Clipping improvements
  • Minor detail improvements
  • Added radius heal to flag, simliar to what's seen in PD.
  • Removed damage resistance from flag carrier
  • Bug fixes
  • Added nobuild to area directly next to point
  • Drastically lowered respawn times
  • Added asymmettrical detailing for Blue last (thanks again pont!)
  • Clipping improvements
  • Health and ammo changes
  • Detail improvements
I ACCIDENTALLY UPLOADED ISOTOPE
  • Added 3D skybox
  • Raised 'ceiling' at mid significantly
  • Raised the ceiling in the sewer areas
  • Detail revamp to the sewer-processing tunnel
  • Detail improvements to red processing (again)
  • Particle improvements to red processing deathpit
  • Added particles to blue processing deathpit
  • Other minor detail improvements
  • Time is now added upon capture (one minute)
  • Re-added damage resist buff (for flag carrier only)
  • Logic improvements
  • Removed elevator doors
  • Removed death counter
  • Removed damaged doug walker
  • Lighting improvements
  • Clipping improvements
  • Various bug fixes
  • Added nobuild on top of the pipes at last
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  • Fixed multiple bugs
  • Clipping improvements
  • Improved route options in maintenance
  • Optimisation improvements
  • Probably some other stuff I forgot
  • Fixed an issue causing some critical balance logic to not take effect