Due only sporadic progress I was lazy adding my changes and ideas to this blog. Time to list up what has been done. This screenshot shows an experimental state of ctf_compromise. I am working on it at the moment to fix the sky clipping problem allowing players to exit the map and enter it at the enemy base. While on it I thought of improving the overall appearance and playability of it. Still it bothers me a bit not seeing it online at all.
Additional changes went into the other maps. See linked screenshots of ctf_gate1 and oa_koth2. I give a changelog below.
ctf_compromise:
-done
- ground patch meshes replaced by phong shaded brushes.
- renderperformance increased slightly but I am not satisfied yet
- many patchmeshes replaced by brushes
- nailgun replaces grenadelauncher
- additional way to every base added
- fog less dense now
- foghull removed (bad performance impact)
- skybox added (see screenshots) but it looks silly
- fix the sky bug - no clipping at the moment at all
- weapon balancing
- replace teleporter model
- reduce patch meshes or their visibility even further
ctf_gate1:
-done
- main layout changed, less pillars, less jumpy
- less obstacles, better reachability, faster
- additional ways to the sides of each base
- weapon spawn textures
- a trap
- texture improvements
- brush cleanup
- clipping bug fixed
- double domination support
- weapon balancing seems to be bad. Put chaingun to a different spot?
- better: remove nailgun and replace it with chaingun. :)
oa_koth2:
-done
- music (sonic1) meta entry in worldspawn
- domination support
- smoother outer stonewalls
- alphamod of outer groundtexture not looking like being cut with a knife
- new flag textures
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