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  • Background terraforming updated (worldmachine, materials, still WIP)

  • Recreated the low-poly meshes of some assets

  • Some small tweaking

20170521

Deck 8 20170521

  • Background terraforming updated (still WIP)

  • Animated vista railway vehicle and sound

  • Animated light object moving along the vents/tubes

  • Generic objective points added to support Domination mode

  • Line-up objects added for intro, in both FFA and Team modes

  • Some other visual updates

20170501

Deck 8 20170501

  • Visual updates on the glass objects

  • Sky and env tweaks

  • Several other mesh updates

  • Fixed a couple collision issues

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  • The green goo is replaced with the red radioactive material, so it is now a nuclear facility (sort of).

  • Added the portals (no gameplay) as the exotic elements

  • Tweaked the playerstart, the collision, and the navmesh

20161030

Deck 8 20161030

  • Replaced the Bio on the top with the GL

  • Fixed a playerstart issue

  • Fixed several navmesh issues

  • Made the wall dodge from the main bridge to the LG much easier

  • Collision tweaks

20161024

Deck 8 20161024

  • Mesh shapes are almost there.

  • Collision pass

  • The 1st lighting pass

  • Background, vista

  • Layout tweaking, added a vent tunnel

  • Lots of other things here and there, check the roadmap to see basically where it is on the timeline

20150930

Deck 8 20150930

  • Placeholder materials

  • Lighting updated to test some ideas

  • Added the helmet

  • Fixed a few collision issues that could be exploited

  • Removed the bars above the lifts

  • Added railing in the rl room

  • Added a pipe as an alternative path next to the ramp above the lift room

  • Some other small modifications

20150920

Deck 8 20150920

  • Planned to create two versions, "Deck8" is close to the traditional Deck, "Deck-CLee" is the one i have been making since the beginning.

  • Deck8 is just a convenient name. I haven't decided if this is it.

  • Some major modification based on Deck-CLee, like the ramp above the RL room is gone, the U damage is back to what it traditionally was, etc.

  • BSP is 99.9% replaced with static meshes. The meshes are still rough, placeholder quality, with grey texture.

20150304

Deck CLee 20150304

  • New placeholder textures, materials to visualize the basic intentions of how the map will look like, roughly

  • Updated the lighting for the whole map

  • Some small layout modifications, width and height

20150225

Deck CLee 20150225

  • Music added

  • Audio volumes added, still WIP

  • Energy shield (visual+ambient sound) for the map bound

  • Vista city placeholder

  • Background terrain and river (the lake is gone)

  • Playerstarts tuned

  • Ammo reduced and relocated

  • Slime volume modified

  • The poolside walkways are narrower

  • The belt beam is slightly narrower

  • Udamage platform modified

20150215

Deck CLee 20150215

  • Removed the additional teleporter

  • Layout tweaks

20150104

Deck CLee 20150104

  • Fixed the navmesh issue to support bot

  • The flak corridor teleporter is removed

  • Relocate a few weapons

  • Added another teleporter around the original one

20141207

Deck CLee 20141207

  • Redeemer is gone.

  • Changed the mid room and added a teleporter there

  • Layout modifications prevent exploiting outside

  • Relocated the inventory bases

  • Relocated the playerstarts

  • Fixed a few deadends

  • Blocking volumes for some collision issues

  • Placeholder materials used

  • Basic navmesh (still buggy)

20140806

Deck CLee 20140806

  • Resized the scale to basically the same size of DeckTest

  • Layout tuning according to the enlarged scale

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