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February Update - What once was old is new again

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February Update - What once was old is new again

Postby urinal-cake » Tue Feb 19, 2008 10:51 pm

As promised, we're back in the swing of things with another monthly update. Last month, we looked at the new art assets within the maps. This month we'll be looking at renovated sections of previous maps. The mappers have been hard at work with the test team to solidify better and balanced game play. Along the way, we'll explain in some detail, the changes and why they have been made. Also, we'll feature the new look of Fortress.

First up, the new alternate route in Assemble. This was included into the map for not only aesthetically changing the map from almost completely symmetrical to less so, but also to improve the balance. The first objective in Assemble went through heavy testing, and could use a small addition of another alternate route to make things a bit easier for the attacking Punk team. This specific area enters on the left side of the Punk team's route to the eventual goal and comes out overlooking the automated weapon producing assembly line.
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The changes to Fortress, although not game play changing, have been quite astounding. TwiNCannoN has gone through and overhauled textures, added extra lighting and detail, changed HDR, plus included a new skybox. The newest feature on the decorative change list for Fortress is the inclusion of an even bigger effect of the Reactor explosion. More of the office area is torn to shreds when this beating heart of the facility comes down! The inner spawn control room requires high-end technology to keep the facility's security system running, and has also gone through a change of scenery. The Deltawave Punks now have more cover and a better looking area in which to fight with the Corporate defenders over this spawn control room.
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Finally, we take a look at the changes in one of the most controversial areas of our first release Vaccine. The airlock has always been a subject of criticism from all forms of players, and after heavy testing, has gone through a minor, yet game play-dramatic change. In making the airlock bigger, it is less susceptible to heavy barrages of grenades, rockets and other weaponry with wide area of effect. It also gives more room for players attempting to sneak into the core room to hide. Windows have been added to the outside of the airlock so that the opposing Punks can get a feel for what terrors await them inside.
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Be sure to check out this link if you're interested to answer Team Dystopia's call for help needed on our projects!

We hope you enjoyed the small update, and hope it was as satisfying for you to read as it was for us to develop. Next month, we'll be taking a look at the changes of two of our upcoming maps, Exodus and Injection since last year's July update. Look forward to the pod cast interview next week where we discuss with the mappers their changes, and information about the maps!

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Last edited by urinal-cake on Thu Feb 21, 2008 9:04 pm, edited 3 times in total.
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Postby Esoj » Tue Feb 19, 2008 10:55 pm

first
awesomeness :D
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Postby Zero-Flame » Tue Feb 19, 2008 10:57 pm

Sexy :)
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Postby Kluas » Tue Feb 19, 2008 11:06 pm

Sex. Dystopia sex. Ahhhhh. *nosebleed*
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Postby WNxAwp666 » Tue Feb 19, 2008 11:09 pm

Wow Fortress Looks awesome, man i cant wait for this to come out
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Postby avv » Wed Feb 20, 2008 1:54 am

8) sweet
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Postby Warsprite » Wed Feb 20, 2008 4:52 am

Umai.
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Postby Slizarus » Wed Feb 20, 2008 7:35 am

Woot <3
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Postby Zunami » Wed Feb 20, 2008 7:48 am

Really awesome! :shock:

Can't wait to play the new (old) Maps! :)
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Postby KindredPhantom » Wed Feb 20, 2008 7:59 am

Ding dong.
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Postby BurninWater » Wed Feb 20, 2008 10:25 am

nice shots :)

some look a tad underwhelming tho
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Postby urinal-cake » Wed Feb 20, 2008 12:18 pm

BurninWater wrote:nice shots :)

some look a tad underwhelming tho

You do it then.
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Postby Onea » Wed Feb 20, 2008 1:05 pm

Oooo purty. I'm gonna treat you reaaaaaaal nice.
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Postby anton_es » Wed Feb 20, 2008 1:29 pm

wait until you all see it in motion !
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Postby ocun » Wed Feb 20, 2008 1:41 pm

really nice! looks like fortress is going to be the most detailed map out there :)
love how that ice chamber (obj3) looks

as for the airlock, i'm slightly sceptical here since with the bigger room you could now effectively have a few corp GL's easily nading the airlock entrance (while that didn't work before as the range was too short)
same for tesla spam from inside the airlock
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Postby Pyroguy » Wed Feb 20, 2008 2:03 pm

I DEMAND NEW MOTORCYCLE MODEL NOW!
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Postby avv » Wed Feb 20, 2008 4:18 pm

ocun wrote:as for the airlock, i'm slightly sceptical here since with the bigger room you could now effectively have a few corp GL's easily nading the airlock entrance (while that didn't work before as the range was too short)
same for tesla spam from inside the airlock


Yep I was wondering the same. On the other hand wasn't tesla getting nerfed for v1.2?
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Postby WNxLewD » Wed Feb 20, 2008 5:16 pm

eye love the new airlock. The airlock was one of the best parts of the map, and this new change does add a level of balance to it, without a large overhaul.
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Postby grievous » Wed Feb 20, 2008 5:19 pm

so pretty!

When dose the public get to try this stuff out?
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Postby anton_es » Wed Feb 20, 2008 5:26 pm

ocun wrote:really nice! looks like fortress is going to be the most detailed map out there :)
love how that ice chamber (obj3) looks

as for the airlock, i'm slightly sceptical here since with the bigger room you could now effectively have a few corp GL's easily nading the airlock entrance (while that didn't work before as the range was too short)
same for tesla spam from inside the airlock


but now you got windows, don't need TAC for the airlock itself (saves energy). counterspam and rockets are possible as well. but then the damage is evenly dealt. if corps only camp the airlocks exits to the coreroom the punks have now the advantage of more "breathing" room. of course many, many, many more rounds will tell.
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Postby Cokemonkey11 » Wed Feb 20, 2008 7:10 pm

i just came..?
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Postby Zero-Flame » Wed Feb 20, 2008 10:25 pm

grievous wrote:so pretty!

When dose the public get to try this stuff out?


I'm guessing on release date u get to try it out.
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Postby NinjaBane » Thu Feb 21, 2008 12:30 am

man Zero I never would have thought! you sir are insightful!

nice job on everything there is no update that does not kick ass, me cant wait.

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Postby avv » Fri Feb 22, 2008 2:05 am

Zero-Flame wrote:
grievous wrote:so pretty!

When dose the public get to try this stuff out?


I'm guessing on release date u get to try it out.


But we suppies can test it 1st, wasn't that the deal?
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Postby KindredPhantom » Fri Feb 22, 2008 11:33 am

That isn't a definite yes yet.
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