Tower Unite

Tower Unite

Brassport Industrial Park
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Update: 10 Jan @ 6:29pm

Update 4
General Changes
  • Turned down brightness of red pulsing light on the distant skyscraper.
  • Removed fire FX from buildings.
Course Changes
[Hole 1: Half Court]
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
  • Reactivated Camera Trigger.
[Hole 2: Risk & Reward]
  • Unconnected camera on pocket.
[Hole 9: The Vat]
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 10: Construction Site]
  • Altered electrical box sound at beginning of course.
[Hole 11: The Fountain]
[Hole 12: Roll n' Score]
  • Extended Boost volume for gong so players don't clip through at full speed.
[Hole 18: The Factory]
  • Boost Volumes Added to gutter holes.

Update: 10 Jan @ 4:16pm

Update 3
Course Changes
[Hole 1: Half Court]
  • Turned off "Do Effects" on boost volume at the end of the loops.
[Hole 2: Risk & Reward]
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 3: The Greenhouse]
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 5: The Smokestack]
  • Fixed hole piece collisions preventing pockets.
  • Adjusted boost volumes to hopefully be more consistent.
[Hole 6: The Water Tower]
  • Recolored piece textures.
[Hole 7: And a Little Luck...]
  • Added separate lightbeam FX to avoid light clipping through course pieces.
[Hole 8: Hostile Architecture]
  • Fixed hole piece collisions preventing pockets.
  • Fixed bug on straight piece base texture being offset.
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
  • Replaced pumper post support with canvas cylinder.
[Hole 9: The Vat]
  • Added boost volume to funnel players into the hole at the end of the hole in one path.
[Hole 10: Construction Site]
  • Fixed hole piece collisions preventing pockets.
  • Increased size of boost volumes along HIO path
[Hole 12: Roll n' Score]
  • Fixed hole piece collisions preventing pockets.
[Hole 13: Sisyphus]
  • Reduced the likelihood of bounce back on course.
[Hole 14: Hobo Camp]
  • Radio should no longer repeat and will stop playing on the next hole in the course.
  • Fixed hole piece collisions preventing pockets.
[Hole 15: The River Splits]
  • Fixed hole piece collisions preventing pockets.
[Hole 16: Treatment Plant]
  • Adjusted rebar piece so it doesn't block HIO mover
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 18: The Factory]
  • Fixed hole piece collisions preventing pockets.

Update: 10 Jan @ 1:25pm

Update 2
Course Changes
[Hole 1: Half Court]
  • Dipped Flag Hole and increased pipe velocity to prevent bouncing off the front lip of the hole piece (Will need testing).
  • Adjusted ramp steepness and added a boost volume between loop and half pipe piece to prevent bouncing off the front of the ramp leading up to the half pipe.
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 2: Risk & Reward]
  • Removed long diagonal base piece from hole
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 3: The Greenhouse]
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 4: Reflecting Pool]
  • Extended boost volume on the first bounce pad to avoid bouncing back if the full power shot falls short due to lag.
  • Changed the texture of reflecting pool walls.
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 5: The Smokestack]
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 6: The Water Tower]
  • Added separate lightbeam FX to avoid light clipping through course pieces.
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 7: And a Little Luck...]
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 8: Hostile Architecture]
  • Patched an indent at the end of the plinko section.
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 9: The Vat]
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 10: Construction Site]
  • Removed some effects from boost volumes going to the top of the construction site.
  • Added boost volumes to funnel players into the pipe at the end of the hole in one path.
  • Reduced radius of boost volume on top of hole piece to stop near infinite orbiting of ball when entering at an angle.
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 11: The Fountain]
  • Changed some material colors to fit the rest of the objects on the course.
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 12: Roll n' Score]
  • Added some decorative pieces to provide more structure to the roll n' score ramp.
  • Upper & Middle Teleport Course: Added separate lightbeam FX to avoid light clipping through course pieces.
  • Upper Teleport Course: Raised wall and added boost and blocking volumes to the end to prevent clipping through wall.
[Hole 13: Sisyphus]
  • Turned the laser tripwires back on.
  • Changed the texture of the step walls.
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 14: Hobo Camp]
  • Added music to the radio.
  • Changed the texture of the first ramp and platform.
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 15: The River Splits]
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 16: Treatment Plant]
  • Changed the texture of the course walls.
  • Added bounds around course to ensure you could break out of map.
  • Added some decorative pieces to provide more structure to the course.
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 17: The Break In]
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.
[Hole 18: The Factory]
  • Toggled some flag lights on and off that weren't previously set.
  • Moved half pipe pieces back a unit to prevent bounce back.
  • Moved left most truss support beam back to match the rest.
  • Added Canvas objects to bottom of pieces that had their base height reset to 0.

Update: 8 Jan @ 5:59pm

Update 1
Course Changes
[Hole 1: Half Court]
  • Added Boost Volume to prevent bounce back on half pipe.
  • Changed Par from 2 to 3.
[Hole 4: Reflecting Pool]
  • Toggled off "do effects" on the last boost volume.
  • Increased angle on last bounce pad boost to prevent bouncing off the corner of the ramp rather than clearing it.
[Hole 5: The Smokestack]
  • Changed Par from 3 to 4.
[Hole 6: The Water Tower]
  • Changed Par from 4 to 5.
[Hole 7: And a Little Luck...]
  • Changed Par from 4 to 5.
[Hole 9: The Vat]
  • Changed Par from 3 to 5.
  • Changed the number of the HIO flag from "4" to "9" to prevent hole 4's intro camera from turning around.
  • Bounce back after crossing bridge patched (needs testing).
[Hole 10: Construction Site]
  • Hole In One Route: Moved the quarter pipes back and altered boost volume angles to (hopefully) prevent missing the next quarter pipe in the segment.
[Hole 13: Sisyphus]
  • Intro camera added.
  • Fixed the laser tripwire not turning off when a player trips the laser for a third time before it can permanently disable.
[Hole 14: Hobo Camp]
  • Dipped end hole and increased wall height.
[Hole 15: The River Splits]
  • Fixed Bounce back on pipe.
  • Added Blocking volume and Bars at the end of the big pipe.
[Hole 18: The Factory]
  • Altered intro camera into a slightly better position.
  • Lifted up gutter friction volumes.
  • Replaced Gate Toggle at the end of the runway.

Update: 7 Jan @ 3:43pm

Created item.