Tower Unite

Tower Unite

Sewage
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Update: 27 Jan @ 8:30pm

Gameplay Changes
- Fixed not being able to shoot through a metal grate on a wall above a doorway

Visual/Other Changes
- Changed a window to use the Reinforced Glass material instead of Diamond Glass

Update: 27 Jan @ 8:09pm

Gameplay Changes
- Added Blocking Volumes covering the plank ramps in the indoors area. This should make them a bit smoother to walk up and Horde Mode AI zombies will no longer have a brain aneurysm and die if you stand on them

Optimizations / Other Changes
- Added a bunch of SDNL pickups for the SDNL version of the map. These shouldn't be visible at all. Please let me know if they are
- Optimized IO for switching between Virus and SDNL versions of the map

Update: 24 Jan @ 10:11am

Gameplay Changes
- In Horde Mode, the launch pad is now replaced by a catwalk staircase

When I was testing this in the map editor, switching to normal mode would just leave the catwalk stairs' collision box active for whatever reason, but switching game types in the editor is really janky and I don't see how I could have messed that up in any way so I assume it's fine? Please let me know if it is not fine.

Update: 24 Jan @ 1:34am

Gameplay Changes
- Horde Mode zombie NPCs should now be able to walk on the little support beams and pipes holding up the catwalks in the outdoors area

Update: 23 Jan @ 10:56pm

Gameplay Changes
- Explosive barrels now have spherical damage volumes (previously they were box shaped)
- Explosive barrels' damage radii have been increased slightly
- Disabled collision on most of the wall lights and a couple other tiny things
- The wooden plank by the balcony spawn is now swapped out for a thicker plank in Horde Mode. This should fix the zombie NPCs getting stuck on the balcony if they spawn there

Visual/Other Changes
- Replaced Contemporary Wall Lights with Metal Caged Lights
- Replaced Metal Shaded Lamps with Hanging Kitchen Lamps
- Replaced normal Spotlights with Industrial Spotlights
- Replaced Cylindrical Ceiling Lights with
- Replaced the Filing Cabinets with Vintage Filing Cabinets
- Replaced the Ladder with a Metal Rung Ladder
- Replaced Lockers with Metal Utility Cabinets
- Replaced the launcher pad with a custom one that visually fits the map slightly better I guess
- Recolored a few lights and barrels to match the original map a little more closely
- Explosive barrels now use actual explosion VFX instead of Canvas Statues that play the Deltarune explosion effect
- Fixed a bunch of extremely obvious seams on the ground level floor of the outdoor area
- Made the geiger counter-esque ambience near the gloop pools a bit quieter and lowered its pitch
- Fixed a set of thin pipes that wasn't using HL2 textures
- Added extra detail to a single thin horizontal pipe that was present in the original map
- Fixed slope direction on some canvas wedges (didn't fix slope direction on others because I tried doing that and it just absolutely STRETCHES its texture and it's really bad. It's just simply terrible)
- All of the barrels and crates in the map are now their physics versions (except for the explosive ones). Physics should be disabled on them, though. This should make updating the SDNL version of the map a lot easier, I hope

Update: 16 Aug, 2024 @ 11:05am

- New thumbnail

Update: 28 Jun, 2024 @ 5:58pm

- Fixed stretched textures on wedges
- Fixed some overly dark wedges at the top of the outdoor area
- Replaced blue industrial barrels with plastic barrels
- Fixed a couple grates that bullets couldn't pass through

Update: 24 Feb, 2024 @ 8:27pm

- Fixed some extra canvas links that I missed. There's still one expired link present in the map but I cannot for the life of me find where it is, so it will probably never be visible anyway
- This change shouldn't be noticeable in gameplay at all, but the map now has relay modules set to trigger on 'isSDNL' and 'isVIrus' to hide/unhide certain items. Should make updating the SDNL version easier to do in the future

Update: 22 Feb, 2024 @ 3:07pm

- Fixed canvas images (they were hosted on Discord and I guess expired recently. I saw a screenshot of the map someone else posted with normal textures just a few days ago so it had to have happened like one or two days ago. I should've seen that coming though. So. whoops)

- Added a wooden plank to allow players to access a formerly inaccessible ledge (it was also inaccessible in the GMT version but it just felt kind of unfun while actually playing on the map)

- Added a new spawn point on the upper catwalk in the outdoor area

Update: 21 Feb, 2024 @ 8:22pm

This was just gonna be a small balance update but I sneezed and accidentally added virtually every miniscule detail that I left out of my remake that was in the original map.

Balance Changes:
- Increased explosive barrels' damage radius
- Metal grates can now be shot through (you could do this in the original map too)
- You can now walk on the metal support beams holding up the catwalk in the outdoor room (you could do this in the original map too)
--- The support beam above the launch pad still has disabled collision but is topped with an invisible One-Way Canvas Wall so you can still walk on it and it doesn't get in the way of launching players. Pretty neat
- Added white piping to the outdoor room, connected to one of the control panels and on one of the wall panels (this is mostly a visual change but you can walk on the ones connected to the control panels)
- Added blocking volume ramps to things you could fall onto from the outdoor room's upper catwalk

Visual/Audio Changes:
- Adjusted lighting to more closely match the original map (some lights were colored incorrectly, too bright, or entirely missing)
- Added a spaghetti pile of metal piping that was in one of the indoor room's inset areas (it wasn't on the workshop so I remade it with canvases instead)
- Added mini pipes that run along the large pipes in the outdoor area
- Fixed some incorrect textures, particularly on some ceilings and pipes
- Recolored the texture used on the outdoor area catwalks' support beams to get them looking closer to the original map
- Made some sound emitters louder and added a couple more
- Updated visuals for a tiny background valve that no one will probably ever notice

- Restored various decals that were in the original map:
--- Spiky logo graffiti in the caged inset area near one of the entrances to the outdoor room's catwalks
--- Papers posted to the walls
--- Papers on the ground near the indoor room's control panel (there was another paper decal used here but it was the wrong one)
--- Various trash and debris on the ground (this also used incorrect textures in some areas and was missing entirely in others)
--- Some wall slop and a sewage hole
--- A single cracked plaster texture