Showing posts with label improvement. Show all posts
Showing posts with label improvement. Show all posts

July 11, 2010

slimefac V2 released


Released slimefac as improved version regarding to gameplay and balancing. A new room is included. Public testing was quiet long and the feedback I got helped me to finish it eventually. This one just contains less square rooms and more visual quality. Weapons and items stay at their position you might know from beta.

For extra download you can get it on spaceboyz.

July 11, 2009

ctf_inyard_v3_b2 release


download (Save link as...)

changes:
  • large health items replaced by multiple normal (+25hp) ones
  • better jump pad behaviour
  • domination gametype support
  • double domination support removed (doesn't suit that map)
  • missionpack gametypes support (one flag, harvester)
  • additional spawnpoints
  • added a torch at the now blocked hallways
  • visual polish and other compile options
  • rocketlauncher in the central yard near MH
  • music (sonic1) meta entry in worldspawn
  • alphamod yard ground texture, the evil skull is shown there
  • roof to main platform added, it is becoming a balcony
  • no railgun slugs anymore
  • armor shards added to lower floor
  • additional dom points

July 3, 2009

long time no see


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
-todo
  • 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
-todo
  • 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
-todo
  • new flag textures

September 15, 2008

ctf_gate1 increasing gameplay

As the two bases are connected with just one long yard the gameplay is a bit too simple. Thinking about how I solved this didn't make me happy so I choose to change that. Dropping the current flagrooms as they were small, goodlooking because of TRaKs filth textureset and using the opposite ends as new flag bases sounds okay. The blue base is rotated by 180° and connected directly to the red pillar room just having the big wall / new gate between them.

I hope to get a straighter and faster gameplay.