Streets of Rogue

Streets of Rogue

Elevators of Variety
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Update: 9 Oct, 2020 @ 5:16pm

- Added clear owned floor to a couple chunks. This should keep features like lakes and bushes from spawning in places where they probably shouldn't be spawning.

Update: 6 Oct, 2020 @ 3:15pm

- Modified the floors of the gated pond to prevent people from teleporting into it and getting trapped.

Update: 30 Sep, 2020 @ 12:30pm

- Fixed the generator so that people shoudl stop getting stuck on the fence.

- Minor aesthetic tweaks.

Update: 13 May, 2020 @ 3:14am

- Moved a few start elevators so that players won't spawn directly on top of railroad tracks.

- Widened the U Alley tunnel and re-centered the elevator to hopefully fix multiplayer issues with people spawning inside the walls. I don't have a good way to test multiplayer so please let me know if this isn't actually enough to fix the issue, I don't think people should spawn far enough to get stuck but I'm honestly not sure.

- Added a chance for workers to spawn in the quarries, not sure why I didn't do this before since the Streets of Variety chunk they're based on had them.

- Tweaked the floors in the swamp to make it look sliiightly less messy while still being pretty messy (It is a swamp after all).

Update: 5 May, 2020 @ 8:49pm

- Added Demolitionists and Couriers to a few chunks to help integrate the new NPCs into the city. The former drop landmines and the latter drop a random variety of items, go whack some pinatas! Mech Pilot isn't in the editor yet for some reason, as soon as it is I'll probably sprinkle a couple of those in as well.

- Fixed a pit that wasn't really a pit for reasons only the editor knows.

- Moved the Ice Rink back one space for rare spawn issues with other chunk packs. It's pretty unlikely it would ever actually block anything (the other chunk would have to be really poorly designed for that to happen) but it could happen, realistically though it could just look weird jammed up against a wall so this is mostly an aesthetic change.

- Added nice wood floors to the catwalk chunks so they look a bit less bizarre and more like an intentional architectural feature. Also gave them a full border of ground tiles to prevent generation issues, not sure how those slipped through before.

Update: 12 Apr, 2020 @ 9:33pm

- Trimmed up about a third of the chunks in places where they were touching the edge you enter or exit from. The centers were open but there were rare generation issues with certain weirdly shaped custom tunnels and stuff like that, so the chunks don't look quite as nice in my opinion but this should make the pack play better with other chunk packs. Better safe than sorry, right?

- Added metal posts to the ends of the gated pool start fence, it just looked a little odd when generating next to a canal in downtown.

Update: 2 Apr, 2020 @ 6:24pm

- Moved the elevator back on the starting catwalk so that they player can't accidentally step forward and get instantly murdered by a weird pit bug. You probably still shouldn't walk off the catwalk though.

Update: 31 Mar, 2020 @ 5:18pm

- Added a gate to the garden fence so that people who teleport can't get trapped inside. Also so gardeners no longer have to jump the fence, I guess.

Update: 26 Mar, 2020 @ 10:01pm

Just a minor update:

- Squashed the End House by one space so that the void wouldn't spawn immediately behind the back wall when it's placed at the top of the floor.

- Fixed some missing floor tiles in the Start Lab.

Update: 23 Mar, 2020 @ 8:16pm