Tower Unite

Tower Unite

Sewage
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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

Update: 19 Feb, 2024 @ 8:55pm

- Fixed explosive barrels not actually dealing any damage
- - (they were working fine but inexplicably just stopped dealing any damage whatsoever. Setting Damage/Heal Over Time from 0 to 0.1 on the damage volumes fixed it)
- Adjusted a blocking volume that was meant to prevent Survivors from falling off one of the wooden planks but was placed far enough away that they could still fall

Update: 19 Feb, 2024 @ 7:45pm

- Increased the orangeness of the orange neon bars' lighting (also made it consistent for all 3 of them)

Update: 19 Feb, 2024 @ 7:40pm

- Fixed a bit of floor that was using a different texture on the outdoor area's upper catwalk

Update: 19 Feb, 2024 @ 7:19pm

Created item.

Changes from the GMT Version & my reasoning for adding them:

- Added corrugated metal & glass walls to block some absurdly long sightlines
- - (There are still a good amount of long sightlines in the map. It was just like 95% huge sightlines across the entire map and I felt like that might not play well with TU Virus's movement speed, so now the good sightlines are in slightly riskier positions: near spawn points, corridors and other such things.)

- Added wooden planks to provide quick shortcuts between the differently-elevated catwalks in the indoor area
- - (I felt like keeping the one-way catwalks would feel annoying for Infected players. The planks open up shortcuts for both teams, though, which might be nice for Survivors.)

- Added a launch pad as a shortcut to the upper catwalk in the outdoor area
- - (This spot seemed maybe too OP for TU's Virus. Maybe it was OP in GMT Virus too but I don't remember lol. Either way I wanted to add another way to get up and this was an easy way to do it.)

- Added a couple more spawn points to the upper catwalk in the outdoor area
- - (Similar reasoning to the launch pad. With both the new walls and launch pad, I may have nerfed this spot too much, so this may be the first change to go if I need to un-nerf it.)

- Adjusted the rotation of the inaccessible balcony's spawn point
- - (it was just facing a wall lol, at least in Sandbox mode.)