[SLENDER] Unknown Ridge

[SLENDER] Unknown Ridge V3

General:
  • Fixed page count message not appearing
  • Clipped dynamic props to help prevent AI spotting through certain vehicles
  • Added a hud hint to each objective gate button if they are approached while locked
  • Fixed some previous update's time changes not being applied
  • Increased probability of early round storms slightly
  • Adjusted initial HDR bloom to match post-storm bloom (the map will look brighter at first)
  • Reduced storm audio intensity while indoors
  • Reverted to default grace period time
  • Fixed some unlikely but possible perch points via boss knockback
  • Increased render cut-off distance slightly (from 2500 to 2900 HU)
  • NPCs no longer spot players through tinted windows (trade-off, they can now spawn in LOS of them)
  • Fixed several sprites being off
  • Updated mission file
  • Minor perf improvements, visual changes, and clipping improvements
Zone A:
  • Fixed first objective sound not playing
  • Fixed incorrect soundscape inside gate control room
  • Removed some page spawns added from V2
Zone B:
  • Added ramp after zone A dropdown to avoid NPCs wanting to climb cliffs
  • Fixed missing rain at zone A dropdown
  • Broke previously added watchtower stairs; it is now a dropdown
  • Removed several new page spawns that were too hidden to find
  • Page spawns can now appear in all landmarks (with the small trade-off of potential duplicates)
  • Added a few new page spots in some places
  • Fixed incorrect soundscape inside big shed
  • Added more radiotower page spawns
  • Added more cabin detail as visual aid for finding pages
Zone C:
  • Reworked ruins to be more open and easier to navigate with more lighting
  • Added alternative entrance into the ruins via cellars
  • Breakable floor interaction removed at ruins
  • Improved broken ceiling visuals
  • Re-added blend floors to ruins
  • Fixed NPCs not syncing to ruins fog
  • Added visual aid for finding potential pages
  • Adjusted bush clipping by ruins car
  • Added a mini-route beside gate control room
  • Fixed minor visual errors at gate control shed
Zone D:
  • Removed survival sequence and reverted to previous escape behavior
  • Removed some new Sheriff page spawns to streamline searching for them
  • Added cover beside gas station
BLU Lobby:
  • Added ducks to the raceway (for no effect)
  • Prevented Engineers building over minigame teleporters
  • Swapped PvE invulernability trigger with speed boost since invuln was already automatically added via plugin
  • Moved first health pack closer to the climb start
  • Added a resupply locker to the jump course start
  • Installed tent flooring
  • Minor visual errors fixed and changes made
General:
  • Replaced legacy SF2 entities with newly updated support
  • Reduced time limit from 6 to 4 minutes
  • Reduced time gained per page from 90 to 75 seconds
  • Reduced escape time limit to 2 from 3 minutes
  • Reduced grace period to 25 seconds
  • Adjusted storm timer intervals to enable the possibility of storm strikes very early in a round
  • Fixed some sound files not being packed
  • Fixed stormscapes not resetting at beginning of new rounds
  • Fixed some off light models being turned on
  • Increased objective message hold times from 3.5 to 5 seconds
  • Fixed late intro sequence fade time
  • Fixed some rocks not being blocked off
  • Blocked standing over all vehicles for consistency
  • Reduced storm sounds by around 40%
  • Added line break to mission file
  • Minor visual changes, perf, and clipping improvements
Zone A:
  • Added more page spawn points and a new mini path to go with it
  • Fixed cabin button sprite not resetting on new rounds
  • Redecorated the lit cabin and rearranged flow

Zone B:
  • Gate objective now requires 2 (from 3) pages to unlock crank
  • Added 2 new structures for potential page spawns (shed and cabin)
  • Added another entrance to the watchtower from the forest
  • Lengthened alternate river route into village
  • Spread out and randomized old page groups to reduce predictability and adjusted spaces to compliment this
  • Adjusted tree placements leading to village
  • Replaced func_brushes on stairs to remove jiterry BLU ghost movement
  • Fixed non-solid bush

Zone C:
  • Renamed Mill to Ruins
  • Added a fence to randomly block the hill leading to ruins, forcing a detour
  • Ruins now spawn 2 pages randomly inside (previously one guaranteed page spawn)
  • Reworked entire ruins layout
  • Fences now rattle when pressed up to them
  • Added a shake to the collapsed floor
  • Added hut with a button required to open exit gate after collecting all ruin pages
  • Fixed car color case
  • Broken electric wire can now damage bosses
  • Adjusted bush collision

Zone D:
  • RED must now survive for 30 seconds before the escape gate opens
  • Added another page spawn to the gas station
  • Small rework to lake cover and visuals to be more readable
  • Blocked top lake inner corner exit and replaced it with another one further right
  • New visuals added to the sheriff's office
  • Fixed a sheriff page spawn orientation
  • Removed a police car in the sheriff's parking lot
  • Added more sheriff page spawn points
  • Adjusted exit after the lake container climb
  • Fire department given an interior space
  • Adjusted street cover to give more route options
  • Adjusted final zone cover
  • Fixed rain falling through the church in final area and missing rain in certain spots
  • Removed parking lot tree at escape zone
  • Motivated final chair

BLU Lobby:
  • Added jump, climbing, and dodgeball minigames
  • Added extra ammo/health kits to PvP
  • Added resupply and a respawn room for PvP
  • Brightened up more areas
  • Replaced some exit signs with the barricade version
  • Adjusted PvE clips
  • Fixed some floating fences & lowered bumper car railings
  • Added a boost pad to the raceway jump-off
  • Fixed a potential stuck spot
  • Fixed escape sequence not working
  • Fixed page model orientation
  • Increased time gained per page from 60 to 90 seconds
  • Increased max round timer from 5 to 6 minutes
  • Reduced escape time limit to 180 seconds (3 minutes) from 190
  • Swapped text channels for objective messages (from channel 2 to 4)
  • Swapped most clip brushes with player clip brushes to not interfere with NPC line of sight tests
  • Fixed a potential sheriff page spawning inside walls
  • Added death cameras for RED on round loss showing the farthest zone they reached
  • Added env_wind
  • Added game start sound for RED
  • Reenabled PVE teleporter after a brief cooldown time
  • Added another light to zone a's switch to show it is disabled
  • Adjusted nav blocker entities & nav mesh
  • Adjusted zone b lake page spawn points
  • Fixed missing Town Storm soundscape