1. Downrush (Improved lighting, seamless, gameplay, etc.)

    Something CEsar
    MAJOR UPDATE:

    Over the last few weeks I've been improving many features of this map because I was never really satisfied with the original version. This includes a variety of changes that I explain below. First of all, if you saved the original, re-bookmark the one in my fileshare. If you only bookmarked it, the map should already be auto-updated in your map list. The reason I didn't want to save multiple copies, is because I didn't want to create all the confusion of having stuff in my fileshare say v1, v2, v1.3(?), v1.24(??), blah blah, etc... Basically, I want to have a single general remake of Downrush from 1.5 that everyone uses, rather than 50 versions, where I move the position of a stone or change the style or color of something. To the new stuff...

    Changes:
    - I improved the lighting significantly. I fixed a lot of those patches of light or shadows (glitched lighting) that were around the map. I think this glitch has to do with how the artificial point lights mesh with the skybox or natural light of the canvas.

    - Changed the skybox from sunset to day time. This sort of accidentally happened, but I kept it because I made the light changes around it (plus, it has a closer mood to the original).

    - Added a few sounds, nothing big.

    - Swapped many of the blocks in hope to drop the light map which didn't work (but after turning light bake off on many objects, I could achieve that). Besides removing 50% of the total volume of all combined objects on the map, these changes to the blocks made the map look overall MUCH more seamless.

    - Besides improving the light quality, I also improved the lighting in a way that makes it more of a representation of how it was in 1.5 (this includes the locations of shadows and brightness of certain rooms).

    - I FINALLY figured out a way to get static Tier 3 weapons spawn on the minute dot (or to have the interval at which they spawn line up with the in game timer). This is a more complicated version of "drop spawning" that involves scripting in a certain way. So now the sniper spawns at every minute. I'm still trying to get it exact and get the despawn time right... I'll explain the method later on my other thread about static spawning (By the way, this method only uses ONE weapon per set up).

    - My favorite is the update to the bridge, which enhances it aesthetically. HUGE thanks to "a Chunk" for going out of his way to make a simple improved design of the bridge that I could work off of.

    - I added the shrubs or tall grass seen in 1.5 around the center. I used tree tops, so its movement is a little weird, but it isn't a big deal and is compelling enough.

    - Finally I added a ladder like 1.5 in replace of the gravity lift. However, I'm still not sure about this change because of the way it is set up and I don't want to add things that people aren't familiar with (of course the gravity lift didn't exist in halo 1, but it has been around almost as long, so its nothing out of the ordinary). There was no major motivation to change this, since there is no more control as compared to using a lift given that thruster pack allows you to easily change your momentum. It was more of an aesthetic choice, and I'm not a fan of the effects gravity lifts create on your screen, nor how loud they are. The way I made it is by using a few specifically placed upward gravity volumes and an invisible curved slope so you can walk into it. As I said above, I don't like to have multiple versions of a map, especially for remakes. It might be an exception where I create a meta version with a lift and other features, and a classic version with the ladder... But PLEASE let me know what you think about it, and changes in general.

    I guess I'll have to change the screenshots too....
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