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 Post subject: Re: [STM] OFFICIAL Map: Residence v3.10
PostPosted: Sat 16 Jan 2016, 18:18 
Walking Encyclopedia
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Attachment:
File comment: Version 3.11
Minor tweak - volume of particle effect death scream & collision for merc secret area

Residence.sub [385.99 KiB]
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Minor tweaking of particle effects and a collision in a secret area.

Bence said ResidenceS04's standard difficulty stealth is done, now to add hardcore stuff! Can't wait to test!

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 Post subject: Re: [STM] OFFICIAL Map: Residence v3.10
PostPosted: Sat 16 Jan 2016, 18:56 
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Nice one, added! And yup I'll put up a test version of ResidenceS04 soon :D

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 Post subject: Re: [STM] OFFICIAL Map: Residence v3.20
PostPosted: Wed 30 Mar 2016, 22:21 
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31st March 2016 05:15 - Version 3.20 (Outbreak).
* Made the barricades higher but only jumpable via the new boxes provided or by phantom jumping.
* Shifted 2 roof control points, removed 2 middle-of-road control points, and added 4 new ones where the new merc barricade boxes are.
* Made the secret merc jump easier to do since its too difficult to pull off for heat-of-the-moment in PvP.
* Crucial jump at corners of lower roof where the chimneys is easier to use to jump onto the metal grates or onto the roof, but no longer possible to jump back from the grate directly(not like anyone uses the latter anyway).
* Walls in the center garden area raised from 1.75m to 2.25m; they should now reasonably block bullets.
* Easier to jump from the center ramp onto the main road.

Download in first post.

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 Post subject: Re: [STM] OFFICIAL Map: Residence v3.20
PostPosted: Wed 22 Jun 2016, 22:45 
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Playtest version update for further changes.
Attachment:
File comment: Playtest - new lighting for Extraction and lowered merc house tiles.
Residence.sub [402.43 KiB]
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* Extraction lighting changed to match Stealth. Recreated the D&D table from Stealth.
* Fog changed to match Stealth.
* Outbreak uses Stealth directional lighting; a backup point lighting for the original lighting is kept in case its ugly.
* Lowered all merc house walls by 0.25m to accommodate the indoor windows' height change from 2.00m to 1.75m to allow room-to-room shooting.

For:
* Barricade update; non-jumpable.

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 Post subject: Re: [STM] OFFICIAL Map: Residence v3.20
PostPosted: Wed 22 Jun 2016, 23:02 
Geneshift Creator
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Awesome man, thanks! Love the DnD table! Added :D

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 Post subject: Re: [STM] OFFICIAL Map: Residence v3.30
PostPosted: Wed 22 Mar 2017, 17:46 
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File comment: v3.30
Residence.sub [419.85 KiB]
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* Most buildings now have greatly reduced height. Due to the height changes I need to adjust quite a number of stuff so do look out for misaligned stuff.
* The 4 tallest spires are now collisioned off.
* Middle garden walls have been raised & covers more of the main staircase(can be blocked with 1 Flatbed now). You should not be able to snipe into the center of the garden from the diagonals anymore, only directly NSWE(from the spawns).
* Ramp has been raised to discourage sniping from the merc spawns a little.
* Middle fountain is entirely a healing tile.
* Removed healing from flowers. However, flowers have been raised so they can actually cover your head now.
* Checkpoint now requires you to do 2 laps around instead of just 1 lap.
* Some merc building windows have been closed off.
* Some lighting changes, notably Outbreak.
Can't really fix the sniping issue on a design that is fundamentally too open without making massive changes to the map, so this will have to do. I'd rather spend more time on a new map or making a custom Stealth for it.

If Bence doesn't like the new look of it I'll just release a Checkpoint & flower-only change and be done with that. Maybe also middle garden staircase for easier blocking but that's it.

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 Post subject: Re: [STM] OFFICIAL Map: Residence v3.30
PostPosted: Mon 03 Apr 2017, 01:11 
Geneshift Creator
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Awesome man, thanks! Updated :)

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 Post subject: Re: [STM] OFFICIAL Map: Residence v3.30
PostPosted: Sun 27 Jan 2019, 08:12 
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So basically, in light of being a little annoyed at having multiple versions of Residence, I thought I'd consolidate it into a single map.
Though Bencelot has recently given feedback that perhaps its a better idea to keep the playable Residence the same size as it is now as opposed to following the current BR/Campaign version, make the top area flow better from DowntownS04, and maybe expand the Sci/Reb bases a bit like below.
https://cdn.discordapp.com/attachments/ ... nknown.png
And he's now adding jump pads which can be used to traverse collisions as well, which is nice.

I have difficulty getting myself to work on the map - I often just stare and have no idea how to proceed forth, hence I'm making this post to help me consolidate the ideas and also to make an actionable to-do list/changelog. I'll try to update this as I go along.

Different versions of Residence for my reference:
Image
Image
A gif of a series of jump/shift spots I recently made I really like.
https://i.imgur.com/vqZypNb.gifv

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 Post subject: Re: [STM] OFFICIAL Map: Residence v3.30
PostPosted: Sun 27 Jan 2019, 08:55 
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Plan to do:
    All gamemodes except Campaign for now.
  1. Center: Res1; Re-add healing fountain.
  2. Res2; Wall up left/right side of garden, increase height. Remove north/south ramps.
  3. Heights: Reduce instances of fall damage.
  4. Fall = zombie death scream. Remove hurt tiles.
  5. Merc Spawn: Lower to 1.50m windows, remove collisions.
  6. North Res2 merc spawn balcony; see the Res2 gif.
  7. Sci/Reb Spawn: ???
  8. Roofs: Make them less boring and nicer to navigate.

EDIT: Screw it, I've no motivation and I've got other projects + IRL stuff to work on. I'm also very NOT keen on using the map editor in its current state without a good brush/copypaste/undo function.

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