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Overview

2024-10-27 22_43_43-PureRef.jpg

This is a screenshot shows an overview of the changes in 20200711 since the last version 20190830.

Layout Modifications

layout_01.jpg

I came to realize this space between the double-health-packs-room (on the left side of the pictures above) and the double-vials-corridor to the belt area (on the right), is lack of alternate path on the 2nd level. You have to either go through the interior rooms or corridors, or drops down to the ground level to use the stairs. Of course there is also the path of wall-dodge and wall-run, but overall, this part is lack of inviting connection to allow staying more on the 2nd level when you are on this side of the map. Plus the lift can only be approached from one side when you are walking.

So I added/extended the catwalks, shown as the red part in the picture. With that, if you start from the health pack room, you can go directly to the catwalk or wall-run to pass the lift to it, then from there a dodge can land you on the other catwalk. If you come from the belt side, a dodge is not enough, you need a wall dodge to reach the lift catwalk, that extra effort is good for the belt side in terms of balance. The lift can be approached from the right, and it opens an opportunity to go lift jumping back to the 3rd level next to the belt.

layout_02.jpg

I went through a series of comparisons of the ground areas on the different sides of the map, and found the jump pad tunnel side, which is in the above picture, needs a bit more ground space, to make you a bit more secured to move around here and that makes the feeling of the space a bit more satisfying. Previously the opposite side feels a bit more comfortable as it has a bit more space, but now it feels balanced.

layout_03.jpg

The top level catwalk, highlighted in the above picture, is wider, by 10 cm. Not much, but enough to make the navigation comfortable and the navmesh good everywhere on it.

layout_04.jpg

The jump pad landing zones are all tweaked, especially the two on the jump pad tunnel side (the two on the right of the picture), they are bigger compared to the previous version. The jump pads are also tweaked accordingly to allow you nice air control to go a bit sideways but you can ALWAYS land (unless of course you press back button to reduce forward momentum)

Collision Cleanup

col_01.jpg

Made sure all the wall collisions are super clean, vertical, and supporting wall-run as much as possible. The picture above shows you how the collisions warp around bumpy uneven walls and corners.

col_02.jpg

The collisions are all cleaned up everywhere in the map. Walls, floors, ground, catwalks, slopes.. Spent quite some time to make sure no bumps on floors or walls and collision vertices are snapped. The collisions for moving objects, those purple ones, are also carefully done.

Improved AI Navigation

ai_01.jpg

One major issue bugged me for a long time was that bots barely go to the bottom (underground) level. They go occasionally when the double damage is available. Other times, they don't.

To fix that, I increased the desirability of the items to compensate the long distance from the main level to the bottom. The result is good, bots now go there much more often. And they loot most items.

There was also an issue in the previous version that jump pad A and B were not used much by bots, simply because C was very convenient. While C is still convenient, I tweaked the navmesh so there are less triangles to go through to reach A or B, than C. This is not neat. I'd prefer a "desirability" for jump pad if it had that, but this works to some degree.

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