Nuclide RC6

Isotope 2: Electric Boogaloo

  1. The "Pest" Update

    • Redid the detailing for reactors behind spawn
    • Bug fixes
    • Minor optimisation improvements
  2. The "Alternate" Update

    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...
    MegapiemanPHD thanked this.
  3. The "Surprising" Update

    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...
  4. Uh oh again

    • Compiled with LDR
  5. Uh oh

    • Recompiled with tool brushes enabled
  6. The "Comeback" Update

    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...
    MegapiemanPHD and Maid thanked this.
  7. The "Crowdsourced" update

    • Fixed some visual bugs
    • Minor detail changes
  8. The "Itty Bitty" Update

    • Reactor cores now spin properly
    • Improved the logic for the flag healing system
    • A couple other minor bug fixes
  9. The 'Slim' update

    • 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
  10. The "Release" update

    • 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