Scarab

Scarab RC6

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  • Major detail improvements to blue side
I have been unhappy for a while with how blue side has looked, there weren't enough buildings to sell it being a town, and the OOB areas were bland.
I've done a lot of work to add extra detail to these areas and establish more of a cohesive theme and story. Mid has also had a change to be a little more asymmetrical with the detailing.



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  • Improved the cave area
The cave area was underutilised, and as far as detailing goes, a bit underwhelming as well.
I've removed a couple of the walls separating the tunnel from the cave, and expanded the cave itself substantially; which both draws more attention to the health pack and provides more opportunities for environmental kills.


  • Adjusted explosive pots
The range at which the pots could damage you often felt a tad extreme, even if the particle was large to compensate.
The range has been reduced from 300 to 200 units, the particle has been made much smaller, and the pots have gibs now!


  • Major optimisation improvements
  • Clipping improvements
  • Frog
  • Adjusted position of a rock in Duat
  • Fog improvements
  • General bug fixes

  • Known issues:
    -Some of the areaportal windows can be a bit aggressive, may change the values in a future patch
    -Some lighting errors on blue buildings, displacement related. may be possible to fix
    -Some props have problematic fade distances

Hope to see y'all in Scream Fortress XIV!
  • Transferred over some of the improvements/fixes from tomb
  • Clipping improvements
  • Detail pass on blue side
  • Minor detail improvements on red side
  • bug fixes
+Fixed players getting stuck when entering the underworld
+Added a healthkit to the museum/cave connector route
+Improved egg
  • Added a secondary entrance to the Duat on the wooden battlements
A complaint I had from a few people was that it could be difficult to enter the Duat if the previous open point was the Arch, as the other team would usually have a somewhat strong hold on the other area.
  • Adjusted the routes in the Duat
The healthpits in the Duat were at dead ends, which made their effectiveness somewhat lacking. Now, they're on new/altered routes that continue on, though these routes take a little more time to reach the exit than the ones without a pickup.
  • Replaced the particle-based soul pickup with new a new Canopic Jar-Style model (thanks Spleep!)(the pickup sound has also been changed)
  • Moved pickup locations/quantites
  • Fixed some lighting issues
  • Minor detail improvements
  • Minor particle improvements
  • Clipping improvements
  • Door to the Duat is now guaranteed to open when a curse occurs, instead of only having a chance to.
In the last test, the door only opened twice over two rounds (both in the same round), which wasn't quite to my liking, and many players didn't realise the Duat existed at all. By having the door open upon every curse, hopefully there will be a lot more gameplay in the area.

  • Changed logic regarding winning/losing voicelines
Previously the logic system I had in place for this was whipped up pretty quickly and was actually a bit broken, meaning you'd only hear these voicelines if you were on a full server and capped mostly at the arch. The new system I have in place should hopefully enable you to hear these voicelines far more often, as it more accurately tracks the progress of each team and can be triggered much more frequently.

  • Fixed an issue that caused certain sounds to stop playing.
  • Door to the Duat opens/closes 33% slower.
  • Clipping fixes/improvements.
  • Minor detail improvements.
  • Misc. bug fixes.
  • Added a new route to the cave/library connector
I have been unhappy with how easily the courtyards next to mid have been held by oppressive teams, this route has been added to reduce some of that pressure and allow for more free-flowing gameplay in the area.

  • Added the Duat.
This ancient place can provide a temporary refuge for those who need it, and provide treasures to those who can successfully brave its dangers. But be warned, every rose has its thorns.

  • Detail improvements.
  • Clipping improvements.
  • Bug fixes.
  • Optimisation improvements.
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Happy late anniversary!

  • Fixed a bug causing servers to crash after a round lasted too long
  • Fixed point deposit sounds not playing
  • Added new sound for souls dropping
  • Improved detailing in some areas
  • Improved capture zone particle
  • Improved bomb particle
  • Added a couple small easter eggs
  • Probably some other things!
  • Altered finale particles to fix an issue where a particle played longer than intended
  • Fixed losers hearing 'winning' lines when passing a certain point threshold
  • Fixed an exploit related to Crummy's Burgers
  • Minor clipping fixes
  • Removed icons from effect notifications
Apologies if I don't get to all the changes in this version, I didn't keep a written list this time around and the number of changes just kept increasing so this is from memory alone.

  • Added additional detail in OOB areas
  • Clipping improvements
  • Fixed some props floating
  • Fixed some props not lighting correctly
  • Adjusted position of several props
  • Fixed bomb explosion sound playing globally (for real this time I swear)
  • Improved particles (pickup, finale)
  • Improved gold textures
  • Improved detailing in RED cavern
  • Replaced voicelines with ones done by the fantastic Emnudge!
  • Lighting improvements
  • Major optimisation improvements
  • Jarate now extinguishes players
  • Fixed waterfall models being fullbright (thanks maid!)
  • Added custom bomb explosion particle
  • General texture improvements
  • Fixed arabic text being absolute nonsense (thanks pdan!)
  • A bunch of other stuff idk