Barotrauma

Barotrauma

Nevada Refurbished
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Update: 4 May @ 5:07pm

Update: 26 Apr @ 3:31pm

Update: 20 Apr @ 5:06pm

* fixed bridge connecting border and slums being pitch dark
* Fixed the tram and remade how it functions
* Research Director now spawns with medical supplies
* entirely remade the escape tunnel that Test Subjects take
* added syringe guns to hospital
* fixed skimmer shuttle turret
* fixed chaingun turret errors
* fixed some buildings running out of power too quickly
* door to medical reserve autocloses properly now
* there can now be 5 Police Officers at a time, to accomodate the removal of border patrol role
* 'Test Subject' no longer spawn with knives.
* Made the loose vent in the test subject room drop items that can help you escape quicker

& a bunch of other shit

Update: 19 Apr @ 3:25pm

fixed research director spawning with literal batteries

Update: 19 Apr @ 3:15pm

Update: 19 Apr @ 1:52am

Nevada: Refurbished
-------------------
* This 'update' aims to solve many of the core problems with the map, returning to the roots of earlier versions of Nevada.

Fundamental Changes ::
* The map's size has been decreased substantially horizontally. The removal of an entire island and some buildings made this possible. The main reason I wanted to do this was because I thought players werent socializing enough because of the sheer linear size of the map.
- The map is less laggy overall
- Handcuffs are pickable again
- Specific roles like 'Resistance' or 'Police' have set tasks or purposes when they spawn in so they have an idea of what they're supposed to do.

Changes to Roles ::
- Removed Serviceman
- Removed Chief of Police
- Removed Border Patrol Officer (this was a tough choice, but I decided to have police officers spawn there instead)
- Renamed 'Terrorists' to 'Resistance'
- Renamed 'Hobo' to 'Slum Dweller'
- Renamed 'Prisoner' to 'Test Subject'
- Redid most of the loadouts for each role.

[Resistance Base]
- Redid the entire structure of the base to resemble more of a base than a shack.
- A mountable emplacement behind sandbags that acts as a defense point
- Substantially decreased the size of the mountain, it was too big for no reason honestly..
- Decreased the size of the cave system as a result ^
- The main turret that can fire into the city now has increased range, and can hit more buildings within Nevada.

[Slums]
- Like previous versions, the slums has been moved closer to the center border tower again. This also helps with reducing the overall size of the map and make the slums feel compact and cluttery, like it should be.
- Added a third tower to the slums.

[Sewer System]
- Located under the border tower, it's a path for slummies to take if they want to sneak their way into the border. The structure has been changed a bit so it's less of a straight forward-path. Now you have to navigate through a long windy-tunnel possibly riddled with Husks if you want to sneak directly under.

[Border Tower]
- Removed the holding cell in the border tower. There were many reasons for this but one of them was because it was basically inescapable and hard to transport prisoners there in the first place.
- Some other interior changes and room reduction.

[Church]
- The church, also known as the building directly to the right of the border tower, has been given a slight touch-up.

[Apartment]
- Return of the apartment(s), located in the 'church' building. This gives civilians an actual living space and location to potentially base in. Equipped with basic utilities like a shower, washing machine... I mean- fabricator and deconstructor.

[Hospital]
- Completely overhauled. Almost everything that was in the Research Facility below the hospital has been moved up into the actual hospital area, making it less of a hide-away nest for medics to turtle in.
- Spawn area for the research director & medics, and a dedicated room for treating ill patients.

[Research Facility]
- Located under the hospital, it's an area where medics can still test on 'test subjects' or other nasty creations.
- Massively reduced the size of the facility, requiring commutation between the hospital and research facility if they want to do some things, like craft items for example.
- Test Subjects should no longer suffer in softlocked gameplay if there are no medics, or they all died. This is because the research facility runs on an independent generator, that if runs out of power, unlocks all doors within the facility including the lockdown. This means medics will actually have to take care of their facility if they want to maintain the integrity of their hospital.

[Police Station]
- Significantly reduced the size of the police's bunker. It was too big
- Expanded the actual building, and added useful rooms like a surveillance room and control room to oversee & control parts of Nevada.

Update: 16 Apr @ 10:49pm

fixed so much shit

Update: 14 Apr @ 10:58pm

hotfix 2

Update: 14 Apr @ 10:49pm

hotfix

Update: 14 Apr @ 10:38pm

Testing branch