This has been a quiet week, with Morpher making some of the past few months' additions official, including a few more maps and some props. I've been continuing my crusade to improve the mutation assets and add to Nod's prop set. Once all the things I've shown in the past few weeks of bulletins have been added we'll return to working on things like snow and interior terrain, mission scripting, and all that kind of thing.
Last week I showed a couple of quick teasers of a map I made called "DM: Wasted (4)". Here's a proper image of the layout:
The map is a rough zigzag, with a Cabal Core at each end. This makes it easier for some players to acquire the Core than others, but to balance against this these players have less well protected starting locations and less Tiberium to work with. I want the Cores to become contested areas, so some minor layout changes may come with further testing.
I've also begun converting the new crystal spawners to the game's limited palette. So far it's been a reasonably simple process. Here is the yellow spawner in its natural habitat:
I've also converted the purple spawner. This is the rarest and most volatile Tiberium type and is found only underground, so we'll perhaps get to see it once the interior tileset is completed.
Last of all, these are the prison props I finished up this week. I've already got a mission in the works which will use these, but I won't show it off until it's less rough cut.
These are the guard tower, cell blocks, and mess hall. Since this is Nod, I might also do some sort of grotesque human experimentation lab too.
And that's what we did this week!