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Deck 8 - Version History

Deck 8 - Version History

The Latest Work-In-Progress Version

20180305

Deck 8 20180305

  • Redo the whole lighting (new direction)

  • Normal maps for half of the assets (still WIP)

  • Micro layout adjustments

 

The Old Versions

20170701

  • 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

  • Visual updates on the glass objects

  • Sky and env tweaks

  • Several other mesh updates

  • Fixed a couple collision issues

20170410

Deck 8 20170410

  • Visual updates of the vista space sites, the railway

  • Visual updates of the pool, and the nuclear generator

20170127

  • Updated several visual meshes

  • Improved the lighting quality for several areas

  • Fixed the killzone issue

20161112

  • 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

  • Fixed the bullet collision issues

  • Tweaked the Minigun bridge collision to make the jump from that bridge to the LG platform easier

  • Tweaked the belt pillar collision to make the jump from one side to the other easier

  • Fixed two navmesh issues i just spot.

20161023

  • Mesh shapes are almost there.

  • Collision pass

  • The 1st lighting pass

  • Big meteor crater and a space site in the distant background

  • Layout tweaking, added a vent tunnel connecting the sniper platform with the flak pool room

  • 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

20140721

Deck CLee 20140721

  • Scale, Scale, and Scale!!!

  • Wider, longer, higher, deeper

  • Removed some pillars

  • Overall, tuned the layer to have a more comfortable scale

20140707

Deck CLee 20140707

  • Made the map longer (4 meters) along the direction from the elevator room to the sniper platform

  • Made the ceiling a bit higher

  • Background environment blockout, still work in progress

  • Started to block out more visual stuff for the main building

  • Overcast lighting

20140615

Deck CLee 20140615

  • Layout changes for both visual and gameplay

  • Reverted some changes so it gets back some of the original Deck feelings, I am still thinking on it.

20140610

Deck CLee 20140610

  • The armors are now real pickups instead of placeholders

  • Tuned some of the pickup locations

  • More playerstarts added, 1st pass is done

  • A few blocking volumes to smooth collisions

20140604

Deck CLee 20140604

  • Replaced the placeholder health pickups with real ones

  • Replaced the placeholder double damage with a real one

  • Replaced the placeholder jumppad with a real one

20140602

Deck CLee 20140602

  • Another test to see if the map scale is still big

  • Micro layout modification to represent some level art intentions

  • 1st pass of basic lighting, a very first rough pass

  • Start to use the official weapon bases

  • Some changes to refine the gameplay element

  • Some playerstarts roughly added

20140524

This was the first “playable“ of this map built in the UT4 engine.

  • Replaced the layout staticmeshes with BSP

  • Modified the lift room quite a bit to make it more like deck but with my style and the lift jumps

  • Modified the flak-sniper corridor

  • Modified the flak-vials curvy corridor

  • Modified the flak area close to the SR and RL

  • Modified the AMP ramp to make it more exposed, and added back jumppad

  • Modified the bio-thighpad platform

  • 1st pass of weapon location balance

  • Tried to balance the health pack, health vials for the lift room and the RL corridor

  • Some other changes

20140518

  • A quick port of the map from Open Tournament to UT4

  • Uses Nick_Game as the game mode

20140511

Deck CLee 20140511

  • Removed the lift next to the sniper platform

  • Pickup placeholder updated, both visual and location

  • Made a few changes to improve the usefulness of the bridges

  • Added a few more occlusion

20140503

Deck CLee 20140503

  • The basic shape of the whole building

  • Rough vista, right now it is near a dam. I will keep it like this until the gameplay layout is finalized.

20140429

  • Reduced the size of the layout

  • Added connections between the top level and the mid level, still WIP

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