Tower Unite

Tower Unite

Boring
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更新于:8 月 6 日 下午 5:17
作者:worms

Gameplay Changes
- Changed a free-for-all spawn point to not be directly in front of a tree

Visual Changes
- Considerably darkened the sky and made the clouds/stars more visible to better sell the intended "very early morning" look (the actual lighting of the map remains the largely same, but slightly warmer; skybox is most affected)

更新于:8 月 6 日 下午 4:39
作者:worms

Starting to hit the limit of what I can optimize in this map without making it look noticeably worse. Overall, I'm pretty happy with this, though. On my PC (2080ti, i9 10900, 1080p):
- The indoor cave sections run consistently above 200 FPS
- The outdoor areas generally run at/above 170 FPS, often reaching 200+ FPS while near the ground
- FPS lowers to about 130 FPS at very specific top-down angles that you'd only see for like a second while rocket jumping (though usually it lowers to 145-150 instead)

This is all just when wandering around the map in singleplayer. 130-200FPS is about what I get when playing Frostbite in singleplayer, to give a frame of reference.

Gameplay Changes
- Moved the scissor lift closer to the scaffolds in the indoor construction area and moved one of the Crimson Dragon / Raptor spawns onto it
- Made a plank scaffold on the outdoor grassy area's cliffs larger and less weirdly shaped
- Increased the walkable space in the room connecting the waterfall, crystal cavern, and lava pit
- Removed guard rails surrounding the red, blue, and yellow shacks
- Lava now hurts twice as fast
- Removed the icky puddle in the secret room. Now just being in the room will decay your cells
- Removed and rearranged a couple health pickups

Visual Changes
- Removed the minecart tracks (they were tanking performance a bit, plus I wasn't 100% happy with how they looked)
- Added some extra small details to make up for the minecart tracks being removed
- Remodeled the bridges, added a decorative building embedded in the wall, and added some pipes in the overgrown cave/waterfall area
- Overgrown cave crystals no longer glow
- Remodeled the scissor lift in the underground construction area
- Removed the fake "raining" effects (wasn't actually raining but rain SFX would play and windows would have rain on them). It's now just windy outside, but the map still has a very wet, humid "just rained 5 minutes ago" kind of atmosphere
- Curvy pipes throughout the map now use toruses instead of cylinders + spheres, which looks a lot nicer and uses less items
- Some of the outdoor sheds now have elevators instead of ladders (you cannot ride the elevators)
- Updated portal preview photos

Fixes
- Fixed several spawn points that were probably broken by the various changes made to the map recently

Optimizations
- Removed ~800 items, largely focusing on reducing the amount of boulders used to form the cave walls & ceilings. This reduced the map's file size by another 3 megabytes
- Removed a few items that were invisible and/or hidden out of bounds
- Removed a broken/'NO ITEM' IO connection

更新于:8 月 3 日 下午 6:30
作者:worms

Some more optimization changes. I was able to get my FPS from ~120 up to ~135 when looking down at the map from most angles. FPS when looking down from the upper catwalks in the outdoor construction site is up to ~150-155 from ~130. A fairly small improvement, but hopefully noticeable.

Gameplay Changes
- Lava no longer instantly kills you: now deals 20 damage every .1 seconds, giving you a short window to escape
- The green toxic corridor is now just a curvy pipe
- Removed two of the portable drills; replaced one with a shack and replaced the other with a different but similar drilling implement
- Removed the boxes in the grassy outdoor area that were stacked on top of other boxes
- Removed and pushed aside some of the boxes in the smaller portion of the grassy outdoor area to open up the space a bit

Visual Changes
- Updated the cliff textures for the outdoor construction and grassy areas. Each area still has a unique cliff texture, but they are all a similar dark gray now to blend in better
- Lightened the mud, but darkened the tire tracks in the outdoor construction site
- Removed a few lamp posts by the orange surveillance shack and replaced them with an enclosure fence
- Shuffled and added some trees in the outdoor grassy area
- Increased the lava's radiance

Fixes
- Moved a destructible barrel to prevent it from flinging itself when it spawns sometimes

Optimizations
- Removed ~350 items (including a lonely carrot that was sitting out of bounds). This reduced the maps' file size by ~1 megabyte
- Removed a couple light sources, reduced radius on others
- Disabled the "soften behind walls" setting on a few sound emitters

更新于:8 月 1 日 下午 3:04
作者:worms

Quick follow up of the previous update.

Visual Changes
- Replaced the weirdly futuristic looking structures in the out-of-bounds section of the map
- Simplified drawbridges and the crane very slightly

Optimizations
- Removed 50-ish items
- Removed some sound emitters

更新于:8 月 1 日 下午 1:33
作者:worms

This is a small-ish update to polish the map's visuals and optimize it just a bit (it doesn't affect gameplay at all, really). FPS should be a bit more stable and generally higher than before in the outdoor sections, at least while you're near the ground. It might still get laggy if you look at the whole map from a birds-eye view, which I'm not sure I can fix, really. But I will continue to try.

Visual Changes
- Remade the mine carts and scaffolds (now simpler, using less items)
- Most mine cart tracks now use splines for a smooth-ish look
- Replaced custom flood lights with the official ones added recently
- Added some concrete blocks and outhouses to the construction area
- Replaced most pine trees with Fir Pines and most bushes/oak trees with Kousa Dogwood trees
- Updated the floor of the curved bridges in the upper area

Optimizations
- Removed something like 750 items by simplifying structures/foliage and deleting background details that usually aren't visible (this reduced the map's file size by like 5-6 megabytes)
- Fixed a couple "NO ITEM" IO connections attached to the decorative cameras in the map

更新于:2 月 22 日 下午 4:36
作者:worms

Gameplay Changes
- Removed the Physics filter on the map's invisible ceiling. Now you can shoot and throw stuff high up into the air, if you want
- You can now shoot through the metal grates
- Player counters now reset OnRoundEnd to make sure they always start at 0 before the second round starts

Art Updates/Fixes
- Added red stripes to the edges of the concrete bridge in the outdoor area
- Made the ambient noise in the secret area much less annoying
- Disabled collision on a handful of OOB props

更新于:2 月 21 日 下午 4:14
作者:worms

Art Updates/Fixes
- Further simplified the concrete/metal bridge in the outdoor construction area
- Moved/removed a couple fake shadow decals

更新于:2 月 21 日 下午 4:03
作者:worms

Art Updates/Fixes
- Replaced the "mammoth" drills in the upper area with new ones more reminiscent of actual real-life drilling vehicles. They're also made with (slightly) less items and use one light source instead of two
- Simplified the concrete/metal bridge in the outdoor construction area; removed the lights in the support beams and replaced them with glowing canvases
- Raised a plank that was submerged in the ground

更新于:2 月 14 日 下午 10:50
作者:worms

Gameplay Changes
- Fixed the dumpster doors being swapped around (left one should be open and right should be closed, was the other way around)

更新于:2 月 14 日 下午 10:24
作者:worms

Like 10-15 updates ago I said I was planning on releasing a major series of updates in 2 "parts" but obviously I did a bit more than that. A summary of notable changes from the past few days of updates:

- Significantly optimized the map (should run like,, 12-20% faster than it used to)
- - Simplified a bunch of details (overall, removed roughly 200-250 items while keeping the map's visuals intact)
- Improved "map flow" (patching areas where you could easily get stuck, making it easier to maneuver on certain platforms, allowing access to areas previously blocked by invisible walls, etc.)
- Shuffled various pickups and gamemode spawners around to hopefully improve balance
- Improved visuals (better sky and fog, added some small details mostly in the outdoors areas)
- Added way more physics props and set them up to respawn every round (grav glove gaming is now viable)

Gameplay Changes
- Moved the Crimson Dragons' CTF flag to the bottom of the map to match the Blue Vipers' flag (still in the cave construction area)
- Team spawns in the upper level of the map are now disabled in CTF and Oddball (you can still get up to the upper level though. it's not blocked off or anything)
- Added and shuffled more health/armor pickups
- Re-assigned a couple non-super weapon pickups throughout the map
- Removed the rainbow crystal cave's super weapon pickup and replaced it with an ammo pickup (there's now just 2 super weapons. 1 in the center and 1 hidden away all sneaky like)
- Moved some crates and a tree to open up the smaller outdoor grassy area
- Added a couple milk crates with cheese and melons in them (you can throw the contents around with the Grav Glove)
- Added a teleporter volume out-of-bounds for physics props that get pushed through the map by huge explosions or whatever
- Disabled the 'physics' filter on a couple invisible walls blocking off OOB outdoors areas, so now you can shoot grenades and stuff through them if you want

Art Updates/Fixes
- The crane now swivels around! (shockingly this seems to have had almost zero impact on performance. I was gonna add this ages ago but I was worried it'd worsen performance too much. yay)
- Replaced the drawbridge mechanism in the outdoor construction area with a new one that looks better(?) and is made with half the amount of items
- Removed a few OOB, decorative "poles" holding up chains in the outdoor area of the map (they were made of 40 items each which is a little overkill)
- Added fences to OOB cliffs to indicate that you can't access them
- Shrunk a lantern