crusha_k_rool • PM |
Aug 03, 2009 12:52 PM
|
[GSPB]Crusha
![]() Posts: 926 |
ONS-Halo-Bloodgulch+ (2.36 MB)
(the final version, even if you won't believe me) Changelog from original map by konsept to old version: -Added radar-map. -Added one more WildcardBase, increased the inventory of the exisiting one. -Added BlockingVolumes at the top of the mountains to prevent getting up there with Scorpion. -Smoothed terrain. -Fixed some horrible terrain-layer-bugs. -Added location-names. -Changed skybox to skydome with improved lightning from skybox. -Added birds and bird-sounds. -Added many more anti-portals, most in the outer mountains (mistake). -Made the terrain full-sized to prevent seeing the skybox-ground when flying high up with the camera. -Added material-types. This version: -Made the BlockingVolumes permeable to projectiles to improve realism and keep away ricochets. -Increased volume of the bird-sounds so that they can be heard during the battle. Also added a second sound-emitter with different play-delay. -Removed many anti-portals in the mountains again and took away the terrain from the last edit again to increase the performance. -Fixed some geometry-logic and reduced the number of BSP-cuts -Added zone-portals to the fortresses to increase performance and in order to add zone-sounds. -Added zone-sound "OUTDOORS_Valley" to outside and "SPACESTATION_SmallRoom" to the fortresses (EAX only). -Changed skybox background-colour to achieve less seams. -Animated the clouds, they will move now slowly over the battlefield. I kept the light static as it would look bad on this map with cloud-shadows. -Set the location-names of the bases to something less static to work with the new EvenTeams-mutator (thanks to Destroyer). ![]() |
crusha_k_rool • PM |
Mar 07, 2010 9:37 AM
|
[GSPB]Crusha
![]() Posts: 926 |
ONS-Halo-Bloodgulch-SE-Beta2 (3.82 MB))
Changelog from Bloodgulch+ (aka Bloodgulch-SE): -Fixed a bug with the BlockingVolumes that allowed players in vehicles to pass through them and to use the upper area for sniping. -Set a ForcedVisibilityZoneTag to the Cores so that they are really only rendered when their Zone is visible. -Added AIScripts that allow bots to stay on top of the fortress for a short time and to snipe. They keep moving while doing that and take the Shock Rifle if no Sniper Rifle is available. -Changed the direction and speed of the skybox to look a bit more realistic and causing less motion sickness. -Added Bio Rifle to the fortress locker with 20 ammo so that the player has at least a bit more to choose from. -Replaced the ring of health vials at the camping spot with a single custom one, which will give you 50HP (above your maximum health) at once. This is thought to take stress from the server as it doesn't have to care about 10-15 vials that are usually spawned and destroyed at the same time, what could be a reason for the infamous weapon bugs. -Improved botpathing. -Replaced Scorpions with something more suitable for this map, but not overpowered. -Fixed some texture bugs and replaced some texture with more suitable ones. -Improved the general lighting. ![]() |