Tower Unite

Tower Unite

Sewage
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Update: 22 Jul @ 3:28pm

Small update to touch up a couple things. There should be a slight but maybe noticeable performance improvement too. In a specific spot, I'd get around 170FPS, and now I'm getting more like 190FPS. So that's cool I think.

Gameplay Changes
- Sludge deals acid damage now (previously dealt "skeleton damage")

Visual Changes
- Replaced the tiny cardboard boxes with different ones that look less weird
- Replaced the blue metal shelves with ones that look a bit more like the shelves in the original map
- Handrails now have a painted metal texture

Optimizations
- Various invisible lights are now Fill Lights (should look virtually the same though)
- Reduced radius on a few lights
- Simplified the control panels (each was made of a bunch of buttons and switches. now just a single greebly item)
- Disabled collision on various tiny details
- Removed a few items hidden out of bounds

Fixes
- Attempted fix for exploding barrels not actually respawning every round
- Fixed a couple (but not all) z-fighting surfaces

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