- Added Engineer nodes - Added mission maker txt - Adjusted navigation mesh - Fixed collision on railings - Added medium healthkit at gate - Added a rock Read the rest of this update entry...
- Lowered front hold - Redesigned front hut to remove forward lip - Added a ramp up to the front hold - Raised fencing on front hold - 1st Building adjusted to fit Read the rest of this update entry...
Cliff ground raised slightly Fixed Cliff nav being weird Added a platform at flank building Smoothed out tank turns at front Removed unnecessary nav blockers at front hold Adjusted Engiebot nests at front Adjusted Sniper-bot hints at front 1st Lobby Balcony covered up 2nd Lobby to 3rd Lobby hold adjusted The Engineer is here Added an extension to 2nd Lobby to semi-obstruct a sightline 3rd Lobby shrunken down Hatch shrunken down Left wall of Hatch extended Added the mystical forward upgrade station Implemented after-round voice responses from players. Prefab by @Fillmore And a loving relationship Read the rest of this update entry...
Fixed some nav near front Minor artpass to get a feel for theming at the front Added vaccinator tank support Relationship grown Made the forward upgrade station functional Further tank path smoothing Read the rest of this update entry...
Fixed melee tank shield not parenting to tank Changed a floor texture Added populator entity for mission makers Read the rest of this update entry...
Okay! Fine! I added it. Added another tank spawn Added another robot spawn Finally fixed melee shield tank Compressed pit Compressed hatch to spawn Read the rest of this update entry...
Fixed invalid navigation paths Adjusted navigation paths Removed pit for a ledge instead. Ledge Detailed a hut Added tags for ramps at front Read the rest of this update entry...
Furthered some detailing Condensed Hatch Lobby Lowered platform at Hatch Lobby Lowered platform at Wrap Read the rest of this update entry...
Bots should now follow paths cleanly Some detailing changes on geometry Lighting brightened at hatch Wall added to mid Front drop down made into displacements Fixed tank door not opening Skybox culling adjusted OOB buildings extended Added more cubemaps Read the rest of this update entry...
Map is now "fully detailed." AKA there shouldn't be any visible dev textures. Interior areas are still rough and need a thorough sweep. Bomb lanes should now work flawlessly???? Added a ramp right outside of the hatch to ease movement Added soundscapes, pretty quiet right now It's midnight and I've taken my meds I need to go to bed Read the rest of this update entry...
Further detailing Optimization work Fixed tank door opening the red spawn door instead Fixed case of sentry busters self-detonating Fog is now two-stage, darker indoors, lighter outdoors. Fixed messy cubemap I'll probably start actually working on missions for this now, big ups to Crinitus and Botrot for supplying missions thus far for testing. Read the rest of this update entry...
More detail refinements Fixed some reverse-culled surfaces from z-fighting with decals and on brush cuts Added Thermal Thunder, an advanced mission that is very WIP Working on this map makes me happy Read the rest of this update entry...
Misc changes that I never bothered to catalog Updated Thermal Thunder Read the rest of this update entry...
Added Algorithm Adversity, an intermediate mission by Botrot and Crinitus Added Tidalwave Torment, an expert mission by Crinitus This map is now on the workshop! Read the rest of this update entry...
Added support for tanks that spawn on the cliff Various detail enhancements to geometry Updated mission maker file to cover upgrade station entities Clipped railings to make clipping more consistent and to save myself the trouble of any headaches later on Made lighting in pipe room darker and changed texture of the door Navigation updated to cover all major areas consistently Read the rest of this update entry...