Image:
Map:
quaternion 0-2-5-6-7-2
Map Music:Changelog
- {l Code}: {l Select All Code}
0.2.5.6.7.2...Added 4 sets of lateral platform supports to the team bases
0.2.5.6.6.....Added prettier supports to neutral base level 2
0.2.5.6.5.....Added prettier supports to neutral base level 1
0.2.5.6.4.....Made more effective use of particles on half the diabase paths
0.2.5.6.3.3...Constructed a game-type- and mutator- specific diamond of paths to rockets and other bases
0.2.5.6.2.....Separated defend-the-flag and bomberball rocket locations, fixed some paste-stripped model attributes
0.2.5.6.1.....Replaced one-way geometry with death material; bodies still spiral into the cyclone
0.2.5.6........Fixed most affinities and alpha, Kappa and Sigma entity links
0.2.5.5.9.5...Added oneways to keep people who should spiral to death from momentum bouncing around
0.2.5.5.9.4...Moved 4 ffa deathmatch spawns to match center geometry
0.2.5.5.9.3...Fixed 2 vortex pusher yaws
0.2.5.5.9.2...Made center prettier and added appropriate weapons
0.2.5.5.8.....Reworked center for framerate
0.2.5.5.7.....Fixed most Omega entity links
0.2.5.5.6.....Fixed Kappa textures
0.2.5.5.5.....Copy-pasted Kappa and Sigma base geometry and entities
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0.2.5.5.4.6...Possibly found a game bug where bomberball goal overrides gauntlet goal
I think this bit is part of the bug that Ulukai found: http://forum.freegamedev.net/viewtopic.php?f=73&t=4473
0.2.5.5.4.5...Added gauntlet area, spawns and affinities
0.2.5.5.4.4...Added teleport sounds
0.2.5.5.4.3...Added pusher sounds and alert trim
0.2.5.5.4.2...Enlarged sun flare
0.2.5.5.4.1...Removed spawnmarks
0.2.5.5.4.....Created a touchdown bomberball route that could be completed in one run
0.2.5.5.3.....Added more fast pushers of a new design and retrofitted old ones
0.2.5.5.2.....Readjusted teleport radii to match new behavior in "Elara Edition"
0.2.5.5.1.....Tested "Elara Edition's" changed bomberball throw distance
0.2.5.5.0.....Tested 2 more different looks for the fast pushers
0.2.5.4.9.....Added fast pushers to bottom level of base(s)
0.2.5.4.8.....Retextured trim, and resized and lit close-view signs
0.2.5.4.7.....Retextured bevels and alpha base interior; added music, team symbol models
0.2.5.4.6.....Tweaked sound effects and replaced spikes with counterpushers
0.2.5.4.5.....Incorporated spikes to prevent cheating with pushers
0.2.5.4.4.....Placed centerbase and alphabase ambient sound effects
0.2.5.4.3.....Added teleport generator shafts, retextured last spots in alpha base
0.2.5.4.2.....Added mines to alpha base
0.2.5.4.1.....(Re)textured alpha base interior, texturecull
0.2.5.4.0.....Grounded the bomberball, (re)textured alpha base exterior
0.2.5.3.......Added clipbox for jetpack mutator, experimented for Red Eclipse skybox
0.2.5.2.9.....Changed all 45° groundpitches to 22.5°, added ladders, tweaked pushers
0.2.5.2.8.....Ambient set from 555555 to 393939, changed background for affinity waysigns
0.2.5.2.7.....Adjusted from 3 to 0.5 specular on jojo/concrete textures
0.2.5.2.6.....Fixed errors found in playtesting
0.2.5.2.5.....Readded only the necessary affinity signage
0.2.5.2.4.....Textured all center area blank spaces
0.2.5.2.3.....Textured all blank Kappa and Sigma spaces
0.2.5.2.2.....Textured all blank Alpha and Omega spaces
0.2.5.2.1.....Scrapped ornamentation to reboot the framerate
0.2.5.2.......Added grass- and martian-rock-styled pathings
0.2.5.1.......Added gold- and ice-themed and greymetal pathings
0.2.5.0.......Added affinity waysigns
0.2.4.9.......Placed weapon waysigns on floors
0.2.4.8.......Made weapon and affinity waysigns using setshader decalworld
0.2.4.7.......Improved skybox and added SVN sparkle-sunflare
0.2.4.6.......Various modespawns and progress with bomberball
0.2.4.5.......Changed skylight and sunlight
0.2.4.4.......Added sunlight entity
0.2.4.3.......Changed cloudlayer to cover spinning sun
0.2.4.2.......Added skybox, removed the waypoints
0.2.4.1.......Experimented with skybox
0.2.4.........A prototype
I have put together what I think is a better basic design of raiden's "Cutec" which I am calling "Quaternion" for now so that we can tell the difference between the two approaches. My aim is an efficient, elegant design encouraging 4-base multi and depth in all playmodes.
Cheers