Last time, we covered the pretty specific topics of the GDI Firestorm Generator and a few Nod voxels. But we've been working on plenty of other stuff too. In this bulletin, we'll be tackling some of the larger additions over the last couple of months. So, lets get to it!
The interior theatre is actually a extension of the temperate theatre. In the past few weeks we've been getting it all working ingame, adding little detailing tiles, and preparing the props which will help to set this environment apart from the outdoors. Once finished, the interior theatre will allow the campaign to go underground, into the bunkers and sprawling facilities of both GDI and Nod. We already have a couple of missions planned which will make use of the set, and if I can get away with it I may sneak it into a few Multiplayer maps too.
Concrete walls, metal lattice walls, hazard stripes, and floor conduit tiles.
I've also been working on tiles to provide slopes from one 'floor' to another, which are slowly being converted into a game ready format.
In terms of props we've been taking our cues from the likes of Half-Life's Black Mesa, with a mix of large 'science' objects and miscellaneous factory and warehouse props.
Large pipes which run along the ground and disappear into the shadows of the ceiling.
Reactor cores, server racks, warehouse shelving! We have it all. As long as it's one of those things!
I have a few big plans for the interior set, especially in the context of scripted missions. I'l like to make a freight elevator which acts as a War Factory, bringing in additional vehicles for you or your enemies, and I have some big environmental set-pieces in the works for the Nod campaign.
Another big thing I just got working is ice. The snow theatre is moving along well with a bunch of new content, but the biggest fix recently is the ice. We discovered something right after I converted all the TS ice into TO, reworked the colouring, and blended it to the terrain; maps made with the TS editor, Final Sun, do not have working ice. The ice will break but never regrow, which is dumb and makes ice basically worthless. Worse than worthless in fact, it makes ice an unbalancing and potentially game-breaking liability on maps which use it.
Ice which was originally generated by Westwood works fine.
I wrote a small program which takes the relevant part of the map and outputs it with ice which works. Since I am ostensibly TO's artist, this was a slower process than it probably needed to be, but I am chuffed to bits to have ice working again! It opens up so many tactical opportunities - vehicle weight becomes an important factor in purchasing choices, maps with lots of ice become more infantry/aircraft focussed, naval assets become... actually, there's some residual weirdness with how ice interacts with ships. That might need some tinkering.
The light-weight buggies and bikes can cross the ice without issue, but the heavier Shock Artillery leaves cracked ice in its wake.
I have also created a few more civilian structures for the snow theatre, inspired by antarctic bases. I feel that they add to the desolate feel in a somewhat different direction to the temperate theatre's brand of apocalypse. They also help to augment the prefab building set.
Also on display again are the arctic snow-tracks, a couple of snowmobiles, and the big orange CAT
That's all I want to show off this week. There's still a couple of other things left to show off from our little hiatus-from-updates, so look out for the next bulletin. Oh, and it looks like we're in the ModDB top 100. Thanks guys! You're the best, thanks for voting!