DM-Cipe - Changelist

Version number - Date of completion - Info about version/release


--------------------------

v0.01 - 04/05/2010
+Initial first layout

v0.02 - 08/05/2010
+Major layout changes

v0.03 - 16/05/2010
+Major layout redo removing rooms that didn't work

v0.05 - 17/05/2010
+Modified reworked layout for better flow

v0.06 - 19/05/2010
+Major layout changes after testing

v0.07 - 20/05/2010
+Reworked belt area for more jump access
+Modified lift speeds

v0.08 - 22/05/2010
+Drew up layout to rework belt location

v0.09 - 22/05/2010
+Backup file from ed crash
+Worked in belt area redesign

v01 - 25/05/2010
+Modified room/arch heights to limit LOS

v02 - 26/05/2010 - Private test alpha
+Slight room modification
+Tested with players for gameplay

v03 - 27/05/2010
+Major redesign work on layout, scrapped half the rooms

v04 - 20/06/2010 - Came back to it after some time
+Removed all of the rooms except the belt area

v05 - 22/06/2010
+Implemented several new rooms after drawing layouts up

v06 - 23/06/2010
+Modified more room layouts
+Scrapped 3 small useless rooms replaced with 2 larger ones

v07 - 24/06/2010 - Private test release
+Realised map was lacking in size
+Added two new areas
+Added risk locations for udmg/vest armor
+Placed weapons/health
+minor changes

v08 - 25/06/2010 - Named map DM-Cipe
+Lowered ledge in flak room for easier wall dodging
+Added lift jump route from link lift
+Made slope in stinger room contine all the way along floor
+Leveled out floor between upper link and upper rocket areas
+Modified helmet area slightly
+Moved sniper and biorifle pickups
+Opened up area between Rockets and Stinger room for lift jump/wall/dodges
+Added route between high rockets and high flak

v09 - 25/06/2010 - Release to testers/players
+Vary height levels of weapons
+Widened some corridors
+AMMO!
+Added minor health/replaced some
+Modified lift jump area between rox/sting
+Modified route between shock/sniper
+Switched Shock and Sniper placement
+Added very basic bot pathing
+More player starts

v10 - 01/07/2010 - Release to testers/players
+Opened up back of belt area, can now fall/shot off
+Slope in low flak area goes all the way across
+Added new platform above lava area for udmg
+Modified Stinger room with slope to replace existing udmg spot.
+Added a few more 45° angled corners on corridors
+Made wall dodge from flak to mid level easier
+Added another Shock and Link pickup, from #UT3.TDM (Quakenet) feedback
+Adjusted almost all weapon placement
+Thinned some walls and widened doorways/corridors
+Slightly modified health to improve flow
+Raised height of low platform near belt to allow for single hammer-jump to belt
+Increased size of window at 50
+Added several new windows at new size
+Reduce slope steepness at Belt
+Removed ledge/step in tight passage to belt
+Opened up mid 50 room to mid shock room, removing tight spammy corridor
+Improve dodge ramp with very slight gravity volume making dodges much better and double jumps easier
+Added a fucking volcano!
+Many other minor tweaks

v11 - 03/07/2010 - Not released
+Changed height levels in some areas of the map
+Swapped pad for a lift in 50 room
+Opened up route between sniper and rocket room
+Modified ledge that had sniper ammo to not get stuck on
+Flattened sloped ceiling near udmg lift
+Reduced slope steepness in shock/helmet room
+Made lowest section of flak room thinner
+Modified lava flow speed on the falling ones
+Started adding proper textures
+Fixed many collisions
+Fixed collision in lava area to get out a bit easier
+Modified health placements to help flow and to balance it out
+Generally opened the map up more

v12 - 08/07/2010 - Testing layout ideas
+Implemented a few ideas from feedback;
 A route between the Bio room to the Rocket room,
 Opening a window Between Link room and 50 room,
 Opened up area between helemt and medium rox/50 room, removing the wooden slope in shock/helmet room,
 Turned route between sniper/50 room into an expand section of sniper room,
+Modified lift speeds for interesting lift jumps

v13 - 11/07/2010 - Not released
+Removed tight route between link and sniper
+Opened top of corridor between rox/bio room up can be dropped into from sniper
+Better custom textures (Alun Bestor (thief.washboardabs.net/textures/) and Arroway(arroway-textures.com) and customised by myself.
+Created custom skydome from many textures thanks to cgtextures.com
+Lots and lots of BSP detailing work;
Detailed Iron Grates at Low link/Belt areas
Started BSP work in tight tunnel at belt
Started detailing low link area walls
In corridor between bio and rockets started detailing castle gate

v14 - 21/07/2010 - Layout modification test
+Implemented several layout ideas from feedback
+Removed low route between flak and rocket rooms
+Removed lift in 50a room, moved ramp across
+Opened windows up at 50a
+Closed route between helmet/stinger
+Moved helmet to corridor between bio/rox
+Slightly reduced size of Bio room
+Modified corridors between shock/link/bio rooms into one 3-way one
+Made route between link/rox walkable
+Added ramp in flak room
+Removed wall in shock room between main room and lift
+Slightly reduced shock room length/width

v15 - 24/08/2010 - Final layout(?) test
+Reduced some very long LOS down helmet corridor and rocket to shock room
+Made it easier to get on roof in 50 room from sniper side (requires hammer jump)
+Lots of BSP detailing;
  Doors
  Floors
  Wooden structure low belt
  Wooden supports in low link
  Castle battlements around edges
  More windows
  Other detail rooms
+Added BSP trims to most of map
+Trim materials thanks to Sjosz
+Collisions on environment meshes
+Modified lava material
+Looks slightly less transparent
+Flows slower
+Tweaked PP in lava
+Fixed ammo/health that was messed up in layout modifications
+Fixed hole in roof in 50a room
+Swapped link(mid room) and bio around
+Slightly lowered inset in bio room for easier double jumping to ammo
+Made the outdoor areas look more outdoor with paving
+Convereted some small bits of detail BSP to meshes and removed player collision to not interrupt flow
+Modified lava volume damages
+Blocking volumes to stop player leaving play area
+Terrain in outdoor areas
+Test lighting ideas and light sources
+Skydome adjustments
+Slight modifications to materials
+Added archway between shock/amp room and mid area
+Added 3rd small level into shock/amp room
+Moved 30a onto new 3rd level in shock/amp room
+Removed a vial from shock/amp room
+Slight room size modifications for detailing (no gameplay affect)
+Added lift support beams

v16 - 13/09/2010 - Much more completed release for Clanbase 2v2 TDM Opencup
+Work around for Lava - Appears to those with very low settings, floatingpointrender disabled  (only in areas where gameplay is affected by lava)
+Broken floor @flak/rox
+Added some Debris
+Completed trims
+lots of material alignment
+Added basic lighting
+Some more bot pathing
+Added lift sounds
+Playerstarts fixed (added, removed, moved)
+Added blocking volumes to remove some odd collisions and to improve flow
+Slopes into steps
+Many small BSP bits, materials, etc

v17 - 10/10/10 - Unreleased, back-up save corrupted
+Fixed a few misplaced materials
+Added trims to a section missed previously
+Aligned materials on some stairs
+Placed a few hidden collision meshes to make sure shots dont do 0 damage (mainly on floor)
+Recreated lava material from scratch, from feedback and it being invisible due to certain ini configurations
+Some blocking volumes so player doesnt get stuck in certain spots

v18 - 05/11/10 - Backup from autosave, newest release many gameplay changes and lots of visual work
+Due to belt being difficult to reach through the closed dodge ramp route. It has been opened up
+Added blocking volumes to fence at belt to stop players getting caught
+Widened upper section between flak and bio rooms
+Widened opening at amp (link room side)
+Slightly widened section at top of ramp in rox/50 room @ 25keg for easier player movement
+Added battlements around majority of the map
+Widened shock area in 2nd shock room (50a shock)
+Opened up shock room
+Demolished/broken roof in shock room (50a shock)
+Added a bridge for visuals
+More trim and fixed a few wrong trim materials
+More map visuals to show off the theme more (watch towers, balconies, multiple levels etc)
+Added arches/doorways in some corridors
+Added broken wooden roof to shock room (amp shock)
+Hopefully fixed players spawning infront of people at lift exits
+Tweaked environment visuals
+Re-ordered some BSP as certain pieces weren't being built properly
+Opened area up between flak and belt, high route
+Changed dodge ramp for jumppad as it wasn't 100% reliable, also adds trick jumps
+Removed ledge so walldodge isn't possible from belt kegs to stinger, have to use stairs or hammer jump
+Added blocking volumes so people can't get into wooden structure @ shock/amp room
+Modified some ceiling blocking volumes to allow players move movement if shot into air/lift jumping
+Modified windows to be a more useful gameplay element rather then visuals
+Added new window at bio
+Fixed missing blocking volume at amp
+Re-created the torches/mounts more detailed/realistic, still lowpoly
+Modified some paths where bots could get stuck
+Tweaked material values for wood
+Detailed sniper/link room and added appropriate collisions
+Surfaces that arent visable to the player or most of now sport the BlackUnlitMaterial
+Boosted intensity of floor materials
+Removed some mesh collisions and replaced with smoother blocking volumes
+Strethed some blocking volumes along walls to stop players snagging on BSP brush joins
+Swapped wooden mesh ramp in link/sniper room for a wider BSP ramp
+Areas with the older boulder walls now have wooden structure/supports like current low link area has
+Added second biorifle
+Added a small amount of ammo for weapons which didnt seem to have enough, slightly adjusted some ammo placement
+Tweaked bot pathing
+Changed/Added/Removed spawn points - *Should* result in better spawns
+Modified pillars in Shock Room
+link/sniper room deco
+Added an arch between amp/sniper for cover and easier wall dodges.

v19 - 15/12/2010 - Awesome
+Blocked off middle arch at 50a/Bio
+Hid jumppad mesh and replaced with emitters to fit map theme at belt
+Fixed some black/default materials
+Modified health placements to allow for easier opponent placement
+Modified ammo layout. Now each weapon has x2 of its ammo. Rather then 1 of its own and 1 other
+Adjusted some minor pathing problems
+Increased skydome scale
+Modified far environment, mountains, lava etc (Fucking sexy btw)
+Modified lava at belt to not look unatural
+Moved lava volumes down people appeared to float when in them before

v20 - 06/01/2011 - Backup from editor crash
+Added grates under all weapons (where possible)
+Replaced static mesh fence at belt with battlements
+More environment pieces (buildings)
+Modified Lava material removing many expressions
+Updated falling lava for volcanoes to match other materials
+Added fogsheets for visual depth in environment
+Lava lights added
+Detailed corridor between shock and high flak
+Detailed low flak/bio room
+Fixed collision issue in shock/rox low route
+Slightly shrunk window between mid/flak high rooms
+Completed battlements where required in map
+Trimmed walls where two materials met and looked messy
+Fixed collision issue in arch between bio/rox room
+Added blocking volumes throughout map to fix BSP collision issues
+Set many non-visible bsp faces to blackunlit material
+Fixed BSP hole on visual castle outside of play area
+Modified jumppad in shock room to match that of the one at belt
+Detailed ledge at stinger/high flak room
+Few roof trims in the sniper/link room
+Texture alignment fixes in sniper/link room
+Texture alignment at udmg
+Trim around roof supports in sniper/link room
+Detailed ledges at udmg
+Woodwork at udmg + Material for burning wood
+Removed several meshes that were not required
+Fixed collisions on some meshes
+Detailed UDMG ledge
+Trimmed rocket area
+Finished wood supports in helmet/rocket area
+Removed slope near rox

v21 - 10/01/2011 - Backup from editor crash (Stop this now ut ¬_¬)
+Replaced mesh pillar at udmg with BSP
+Added roof above udmg
+Detailed the broken walls at udmg
+Fixed collisions at udmg for new walls/old gap
+Wall texture alignment issues


v22 - 12/01/2011 - Save before lighting build
+Trimmed battlements above stinger
+Trimmed belt ledge/slope at stinger
+Added building to end of 2nd bridge
+Added fence/railing to the other building foundations
+Fixed dirt material showing up as default ingame
+Deleted some BSP outside the map that was uneeded
+Trimmed doorways low and high at rox
+Fixed misplaced pickup lights
+Fixed collision on broken wall at udmg
+Few more unseeable BSP faces turned to black-unlit material
+Fixed texture mis-alignment on broken wall
+Fixed blocking volume not covering all of broken platform at udmg and caused some bad player collision
+Added ash fall emitter
+Fixed out of map exploit where you could get onto rocks and not die
+Added drain/tunnel low belt outside of map for visuals
+Added some more blocking volumes throughout map to minimize players getting stuck on BSP seams
+Switched a few wall materials around for a little variation in some areas, mainly arches
+Switched a few ceiling materials out for wood rather then the concrete type they were
+Removed collision from torch holders
+Lowered lava damage at udmg to 30dmg/s from 35
+Modified lava field material to look less stretched
+Many more unseeable BSP faces turned to black-unlit material
+Created awesome particle for torches. Thanks to azurescorch for mesh

v23 - 16/01/2011 - Light Build
+Added lantern meshes into map. Thanks to Sefyra
+Added lights/properly lit map
+Found incorrect and misaligned material, fixed
+Fixed a bad BSP seam collision that meant players got stuck on wall at 50 ramp
+Modified torch emitter to get better colour and make it less transparent
+Collision adjustment to ledge at stinger
+After many play tests of v20. I changed the lift supports to cover the whole lift area to stop players getting stuck below lift when up
+Added kismet sequence, fire particles turn to a pinkshade when udmg spawns
+Added some deco pieces to the flooring to break it up
+Removed fence at sniper lift not needed with new lift support
+Fixed a bad BSP overlap near link (udmg)
+Fixed stretched texture on woodbeam in mind-bio room
+Added multiple broken tiles throughout map
+Added planks to mid room ceiling
+Rotated skydome to get best lighting results
+Modified normal maps for most materials
+Tweaked multiple materials
+Fixed tiling issues on diagonal floor, improved texture quality/detail
+Trimmed under ledge at udmg to neaten it up

v24 - 17/01/2011 - Optimization/Final changes
+Trimmed battlements at belt
+Added culling to meshes
+Added light to ledge at stinger, was too dark
+Added missing liftjumpexit at 30armour
+Moved liftjumpexit across into other arch at udmg, bots couldnt complete previously
+Added defence point on belt ledge
+Trimmed lava outlet at belt on outside wall
+Modified udmg fire emitter kismet to a less pink flame
+Moved shock/udmg spawn further away from lift
+Fixed unconnected pathing issue above rockets
+Fixed pathing issue in corrdior between shock and flak high
+Fixed duplicate pathnode in sniper/link room which caused bots to get stuck temporarily
+Added a second spawn to stinger
+Added a spawn to high bio
+Added more paths in lava for bots to hopefully exit, probably won't work
+Trimmed sections of floor where two types met
+Modified diagonal floor material, removed uneeded expressions
+Switched some celing materials around
+Added mesh wood corner supports to wooden structures in parts of map missing them

v25 - 17/01/2011 - Backup from autosave after BSOD corrupted file :/ - Released to testers for look over
+Added and/or brightened bounce lights for torches/lanterns throughout map to slightly lighten environment
+Fixed wrong trim material in some places.
+Very slightly tweaked Post Process
+Increased skylight brightness to just slightly lighten the map up evenly
+Fixed lifts resulting in low FPS due to dynamic skylight #2 affecting them
+Fixed sticky Collision in shock/flak high corridor
+Fixed collision at belt wall

v26 - 19/01/2011 - Fixes and improvements
+Lamps now block weapons
+Torches now block weapons
+Removed several materials and textures that were referanced to hidden BSP faces/backsides of meshes
+Enlarged a blocking volume on high level, mid room, by 1unit to stop players getting stuck
+Based on feedback, lightened wall/floor/trim materials slightly to help bring out shadows without ruining the atmosphere
+Removed a few light sources
+Increased radius of lights for torches/lanterns
+Lowered brightness of skylight and set to not affect dynamic actors
+Added new skylight, with increased brightness to onyl affect dynamic actors
+Added new light source near shock
+Modified some light actor placement to not cast incorrect shadows that looked odd
+Moved some lightsources around to get better shadows/lighting
+Disabled collision on grass meshes
+Added some spotlights to help bring out lighting in some points
+Fixed BSP woodbeam not reaching floor where it should have
+Added some more debris
+Added culling to some messhes previously missed (wood planks, stones)
+Added some dynamic lights at each lift to to colour as lit
+Fixed incorrect material on wall at belt lava
+Rotated skybox and directional lights again to get better lighting
+Adjusted light actors on hanging lanterns to cast more correct shadows
+Added some additional directional lights to create a more even lighting and to add contrast
+Adjust texture alignment on battlements where the texture was repeated and looked odd
+Decreased brightness on some lights in lava to reduce overblooming

v27 - 21/01/2011 - Thanks to Drevlin's help. Changes. :) + Build for promo video
+Rotated skybox/directional lights again for even better shadows
+Trimmed around door in helmet corridor previously forgotten
+Added hole in floor where rubble used to be in mid room behind chainlink for lava light/shadows
+Added blocked off door/room to mid room for light/shadows
+Modified some blocking volumes to make sure players wouldnt catch on them
+Added stone/pebble meshes to flak area ground
+Fixed trim around door on castle visible from shock area
+So, hello there 8000+ Brushes
+Fixed up blocking volume in sniper/link room
+Added distortion to lava at udmg (high settings only)
+Added room off from rox door
+Repositioned some wood textures where matching areas of material could be seen
+Added meshes for god/light/moon rays (high settings only)
+Set lightray materials up to fade out at distance to allow for clean culling of lightrays
+Set ash emitters to medium settings and up
+Set a few other emitters to medium and up
+Added smoke to torch tire emitter
+Optimized torch fire emitter, everything limited to make sure it looks good but performs well
+Removed chainlink fence and replaced with Iron bars because Sjosz made me hate them
+Fixed multiple mis-alignments of wood texture
+Fixed visible blackunlit material at vials between shock/mid/link rooms

v28 - 24/01/2011 - My damn perfectionism found so much to fix
+Dimmed brightness of lightrays
+Created a second torch emitter with shorter smoke/ember life time so it didnt clicp through ceiling/floor at rockets
+Fixed Floating lantern a shock jumpad
+Lowered fade out distance of far lightrays
+Fixed lava at belt having water splashes when shot
+Fixed collision in lava when trying to exit where you would die instantly due to being stuck between collisions
+Made broken tile meshes medium settings and up
+Toned down the postprocessing in the lava made less pink
+Lowered blue in map post processing
+Fixed a few materials/textures being referanced no longer in use
+Modified smoke in torch emitter to no go white for its inital spawning
+Added preview video for menu
+Added door handles to my doors, thanks to azurescorch for mesh
+Dimmed lightrays inside map that were too bright for area
+Brightened lightrays in sniper/link room slightly
+Modified the length/width/depth of some lightrays so they look more realistic and random rather then being noticably the same
+Fixed collision over door at rockets
+Added and put blocking volume on door at stinger/shock corridor
+Set many surfaces to 32 lightmap
+Set hundreds of unseeable faces to black unlit material
+Fixed incorrect material on castle wall
+Fixed a battlement trim being wrong length
+Fixed a BSP brush coming through the roof in the rox/50a courtyard
+Fixed misaligned trim on stairs outside the sniper area
+Tweaked lava fall material to be slower
+Added multiple lights below iron covers to even light them
+Trimmed in room you can see into from courtyard roof
+Set decals to medium settings and up and added culling to them
+Deleted a few lightray meshes for performance
+Added mesh for lava distortion at lava fall below belt
+Corrected wonky health vial at high bio
+Fixed blocking volume at window between mid an rox rooms could get caught on it
+Set-up Map Music
+Imported multiple audio tracks for sounds
+Fixed odd angled lightray in amp/shock room
+Deleted 16 brushes that were used to trim lift support before it was made wider
+Modified blocking volume of shock/amp room roofs now flat
+Widened blocking volume on broken blocks at amp where player could walk around edge
+Trimmed the wood suports on block pillars in mid room
+Made top wood supports in mid room stretch across from coving to coving
+Trimmed floor in blocked off area in mid room where rubble was
+Added wood structure to 30a/shock for player sounds in kismet
+Set up triggered wood creak sounds at belt/50a/30a/link wood platform/slopes
+Added UTAreaNamingVolumes - If anything even uses them...
+Set sounds to correct groups for ingame volumes
+Set wood creak sounds to play all time no matter volume due to their gameplay influence
+Deleted a few more rays at shock to improve performance and modified left over ones to not look odd with less
+Fixed a few materials that were missing PhysMats
+Removed a liftjumpexit that bots could not perform
+Proscribed paths where bots could get stuck in corners
+Moved liftjumpexit at 50a so bots can complete rather then stopping half way

v29 - 26/01/2011 - Map ambient sounds and last fixes - Final cook for testing before release for any last minute bugs and PS3 test
+Lowered radius of lava lights to not overbrightne map edge
+Adjusted position of lightrays in sniper room to not make them look like they begin from nothing
+Removed blue lantern at amp platform
+Set woodbeams at broken ledges to block weapons
+Trimmed ceiling in helmet corridor at sniper level
+Found and set a few more backfaces to black unlit
+Fixed misaligned material at 25keg near 50a
+Randomly aligned texture on the deco cut out piece on battlements so no repetition was visible
+Trimmed visible ceiling of slope in door at rockets
+Placed a few more decals about to just help make some areas of texturing more unique
+Roated the two spawns at low link to face more towards weapon
+Set attenuations of imported sound
+Few more texture alignments on wood beams
+Added sounds for torch fires
+Added sounds for gas lanterns
+Added lava sounds
+Added randomly timed rumble sounds
+Added randomly times thunder sounds
+Added wind sounds
+Modified one woodcreak sound to balance volume levels out between them
+Fixed fire emitters that were adjusted to have short smoke life because the flame emitter had been disabled
+Modified sound volumes so they werent too loud or quiet
+Fixed being able to feigen through metal grates
+Removed path nodes from lava because bots failed to use them to get out
+Removed lift jump exits for 30 and 50a because bot's could not complete them and stood on lift staring instead
+Fixed missing collision on wood supports at helmet where player could get into them and catch on them
+Fixed collision at flak/shock corridor where player could catch on the wall
+Fixed areas where player could catch at mid vials and low shock
+Fixed some torches culling out while still should be visible
+Fixed player getting stuck on wall in sniper/link room
+Set specular up on metal materials that didnt have it
+Modified wood materials to have better specular and normal map boost
+Modified lantern material to have a fading glow
+Removed sloped blocking volume from lava at amp due to it rarely causing high health loss and replaced with more stepped volumes
+Trimmed floor sides in arches for neatness and because it annoyed me
+Modified grass material to be more brown/dead
+Disabled collisions on grass
+Added some more grass around broken shock roof
+Added trim to iron bars in wood
+Increased lightmaps on wood around bars for better shadows
+Fixed floor tiles not having specular
+Dimmed the skylight for more contrast and to help bring out shadows
+Fixed one of the skylights affecting dynamic channel
+Modified placement of trigger for wood creak on belt platform where pad is
+Increased jumppad aircontrol at belt to make jumping across to belt possible with a second jump due to online having less aircontrol for whatever reason
+Fixed angled material in arches at sniper looking outside
+Modified collision on broken ramp at 50a allowing for wall dodge off roof side from sniper
+Added a few more wooden planks about
+Shortened woodcreak sounds
+Deleted uneeded torch holder at link

v30 aka Final - 27/01/2011 - Final!! yey! \o/
+Very slightly boosted volume of torches and lanterns
+Improved collision in lava for getting out
+Hopefully fixed bots jumping into lava for fun :/ Still happens but not on every single try now
+Modified some path node placement for better AI
+Proscibed a few paths where bots would try to jump and fall then either die or get stuck
+Fixed AI inability to obtain 30a (can get to it now, dont seem to bother though)
+Increased culling distance on rock meshes at shock due to them culling out if you flew to map blocking limit
+Fixed AI being able to lift jump from mid lift to 50a
+Amp light

/no more