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MG Serpentis Temple - Full Changelog

Jun 13th, 2014
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  1. Map made by Kaemon and Luffaren.
  2. Check about us on Rafuron.Wordpress.com
  3.  
  4. This map requires a minimum of 6 players to reach the end, as many rooms require some degree of teamplay.
  5. Sorry for the typos this Changelog may contain.
  6.  
  7. ====================================================================================================
  8. MG Serpentis Temple - V1 (104 MBs)
  9. ====================================================================================================
  10.  
  11. GENERAL:
  12.  
  13. - Fixed the skybox cubemap reflections being too bright.
  14. - Fixed the helicopter sound appearing in areas where it shouldn't.
  15. - Replaced all the m3 shotguns with TMPs.
  16. - A few very minor visual fixes.
  17. - You no longer lose 1 score point per death.
  18.  
  19.  
  20. SPAWN:
  21.  
  22. - There is no longer an invisible model blocking you inside the Camp Fire.
  23. - Added minor extra detailing to the skybox.
  24.  
  25.  
  26. MAIN PATH & SHORCUT:
  27.  
  28. - Rotating Pillars: Now properly stop spawning when the lever is pressed, to make it more obvious that the trap was beaten and to reduce the entity count.
  29. - Rotating Pillars: Added a Player Clip and a Trigger hurt in the hole where the pillars end; avoiding the rare events of people getting stuck there.
  30. - Fire Snakes: Fixed (again) the missing texture on the small crystals.
  31.  
  32.  
  33. MEDUSA'S CHAMBER:
  34.  
  35. - Made the water (where you land on using the shortcut) invisible.
  36. - Fixed the "little men" not marking the correct required/suggested people for Infinite Paths, Elevator and Chain rooms.
  37. - The grenade-boxes now work like the ones in the spawn (no need to use the box). Cooldown reduced from 5 to 3 seconds.
  38. - Removed one of the big boxes near the big snake entrance, that allowed players to stay safe from Medusa.
  39. - Made the hole sightly more deep (accentuated by the removal of a black illusionary wall that was hidding the relic.
  40.  
  41.  
  42. THE 8 ROOMS:
  43.  
  44. - The portals that lead you outside of a given room are now disabled when the crystal of that room is triggered, preventing getting crushed or stuck by the clossing doors in Medusa's Chamber.
  45. - The destination to Medusa's Chamber from a completed room has been sightly altered to drop you into water (being able to survive if you get teleported while falling a big distance).
  46.  
  47.  
  48. 1 - MAZE ROOM:
  49.  
  50. - Fixed the metal gates between the 2nd Maze and the Crystal Area opening sideways instead of upwards.
  51. - When the White Crystal (that glows with the correct color on use) gets thrown down the cliff or pass the 5 gates, it will go back somwhere in the 2nd maze.
  52.  
  53.  
  54. 2 - LAVA CLIMB:
  55.  
  56. - Increased moving lava damage to the "normal" 999.999.999 of "must die" triggers in the map.
  57. - Lever gets ready 2 seconds faster.
  58. - Door opens 1 second later.
  59. - Added a metal safety-border for the very last jump.
  60.  
  61.  
  62. 3 - SACRIFICE ROOM:
  63.  
  64. - Changed the altar-sacrifice message from "Medusa turned you into stone." to "You died."
  65.  
  66.  
  67. 4 - WATER WHEELS:
  68.  
  69. - Flipped around the first portal of the second area. Looks odd but works better.
  70. - Reverted the B6 changes (speed reductions) to wheels 6, 11 and 12.
  71. - 1st Wheel: Doubled the amount of spikes.
  72. - 2nd Wheel: Added an extra row of spikes, increased speed from 35 to 60.
  73. - 3rd Wheel: Doulbed the amount of spikes.
  74. - 4th Wheel: Added a dead end.
  75. - 5th Wheel: Doubled the amount of spikes, reduced speed from 60 to 55.
  76. - 6th Wheel: No longer allows to be able to crouch between some of the spikes.
  77. - 7th Wheel: Increased by 50% the amount of spikes.
  78. - 8th Wheel: Remade it. Increased speed from 65 to 90.
  79. - 9th Wheel: Increased by 50% the amount of spikes.
  80.  
  81. 5 - INFINITE PATHS:
  82.  
  83. - Increased the lightning overal.
  84. - Fixed symbols on the ceiling texture after red room not having the yellow glow.
  85. - Changed the coloring on the final closed door area from blue to yellow (Crystal room is still blue).
  86. - Removed some cubemaps to get more/better yellow glows overal.
  87. - Increased the duration of the messages from 5 to 7 seconds.
  88.  
  89.  
  90. 6 - SEWER SLIDE:
  91.  
  92. - The slide area is now easier to locate from the spectator point of view.
  93. - Increased the light in the waiting room.
  94. - You now get crushed and killed (instead of stucked) by the metal bars if they close on you, in the waiting room.
  95.  
  96.  
  97. 7 - ELEVATOR ROOM:
  98.  
  99. - Hopefully fixed the rare issue in which the elevator wouldn't go down after everyone on it diying.
  100. - The third rotating fire snake now turns together with the first one, making it move slower and easier to comprehend.
  101. - Reduced the fade distance of the spikes (they turn invisible closer) as to load less props at once.
  102.  
  103.  
  104. 8 - CHAINS ROOM:
  105.  
  106. - Moved the Altar Teleport from the middle tower to the portal room.
  107. - Sightly increased the lightning on the "secret path" on top of the portal.
  108. - Added an extra crate in the portal room to make the "secret path" more obvious.
  109. - Replaced the "corner pillars" texture that was too reflective with a new one.
  110. - Fixed some weird faces on top of the middle tower.
  111.  
  112.  
  113. MEDUSA:
  114.  
  115. - Added DPS Metter (during the encounter your points indicate how much you have hurt Medusa).
  116. - AFK people (that die when the room closes) no longer count towards Medusa's maximum HP.
  117. - Reduced Medusa rotation "power" from 240 to 235 and foward "power" from 700 to 695 (not speed).
  118. - Reduced Stone Gaze cone of effect area from 90º to 80º.
  119. - Doubled poison damage from 1 per tick to 2 per tick, or 2/sec to 4/sec (remember this is by pool and they stack).
  120. - Reduced grenade damage from 81 to 70 hits. Improved the area that detects nades.
  121.  
  122.  
  123. ====================================================================================================
  124. MG Serpentis Temple - B6 (101 MBs)
  125. ====================================================================================================
  126.  
  127. GENERAL:
  128.  
  129. - Hopefully fixed the rare client crash that could happen sometimes when spectating outside of a room (reduced particles being played at once and added maximum visible distance).
  130. - Fixed a couple typos.
  131. - Few very minor texture fixes.
  132. - Sightly moved some weapons around so its easier to get a P90 in some of the tables.
  133. - Added Fog and Z Clip (max visible distance).
  134. - Made a new Skybox that works better with the new Fog and Z Clip values.
  135.  
  136.  
  137. SPAWN:
  138.  
  139. - Fixed the tents having a missing texture.
  140. - Renamed "Spawn Teleport" into "Altar" in the text lines.
  141. - Added some minor detailing like a Radio and some Barrels.
  142.  
  143.  
  144. MAIN PATH & SHORCUT:
  145.  
  146. - Rotating Pillars: Further reduced their high 2 more hammer units.
  147. - Spikewall: Now both the exit door and entry gate close at the same time (so the rope that opens both feels more natural to use).
  148. - Spikewall: This trap now gets disabled after using the rope to open the doors (no longer needs someone to stay there).
  149. - Fire Snakes: Now they start OFF until the lever that opens to that room gets used.
  150. - Fire Snakes: Now they stop working after the Shortcut is enable (to reduce entities and particles going on at once).
  151.  
  152.  
  153. MEDUSA'S CHAMBER:
  154.  
  155. - Renamed this room from "Medusa's Room" to "Medusa's Chamber" in the text lines.
  156. - The 8 doors from the 8 rooms are now Movelinears instead of Doors and should kill players (instead of stucking them) in all settings.
  157. - Removed the player clips surrounding the area as they weren't necessary. Only noticeable when cheating or using lower gravity values.
  158.  
  159.  
  160. THE 8 ROOMS:
  161.  
  162.  
  163. 1 - MAZE ROOM:
  164.  
  165. - Fixed a displacement not touching the wall on the area between mazes.
  166. - Now jumping won't toggle the preasure plates.
  167. - Reduced the speed at wich the animal doors and metal gates move, making it harder to get killed by a fast toggling of them.
  168.  
  169. 2 - LAVA CLIMB:
  170.  
  171. - Unchanged.
  172.  
  173.  
  174. 3 - SACRIFICE ROOM:
  175.  
  176. - Changed the skin of the first sacrifice to stone.
  177.  
  178.  
  179. 4 - WATER WHEELS:
  180.  
  181. - Removed 2 more Water Particles.
  182. - Improved the weird reflections.
  183. - Reduced the speed of the 6th Wheel from 75 to 65, the 11th from 75 to 70 and the 12th from 65 to 60.
  184. - Divided the room into 2 areas connected with a teleport, to both support a "Save Point" and the new Fog and Z Clip values.
  185.  
  186.  
  187. 5 - INFINITE PATHS:
  188.  
  189. - Fixed Infinite Paths messages (and even functionality) failing when too many players where in the area.
  190. - Now jumping won't toggle the preasure plates.
  191.  
  192.  
  193. 6 - SEWER SLIDE:
  194.  
  195. - Further reduced doors HP from 375 to 350.
  196.  
  197.  
  198. 7 - ELEVATOR ROOM:
  199.  
  200. - Added the global trigger hurt in the hole below the elevator.
  201. - Added more chain lenght so you don't run out of chain to look at in the wheel.
  202. - Hopefully fixed the elevator breaking at some points.
  203. - The fire-particles now are OFF while there is no one in the room.
  204.  
  205.  
  206. 8 - CHAINS ROOM:
  207.  
  208. - Fixed a floating chain.
  209. - Reduced the size of the room (less high and less deep) to acomodate better with the new Fog and Z Clip values.
  210.  
  211.  
  212. MEDUSA:
  213.  
  214. - Improved her Grenade-Damage detection.
  215. - Poison drool disapears now as she turns into stone when she dies.
  216.  
  217.  
  218. ====================================================================================================
  219. MG Serpentis Temple - B5 (100 MBs)
  220. ====================================================================================================
  221.  
  222.  
  223. GENERAL:
  224.  
  225. - Added support for the new checkpoint system beyond Medusa. (You can now restart the map again after the message ~The End~ shows)
  226. - Fixed "Serpentine Warrior" skin failing to apply sometimes.
  227. - Serpentine Warrior tail no longer has jiggle bones (they were bugging at times).
  228. - Fixed the messages for Kaemon, Luffaren, Syoudous, Kaesar and Hannibal getting their skins showing only to them instead of everybody.
  229. - Added some cubemaps in needed places to avoid notably unmatching reflections (like red reflections on a green room, etc).
  230. - Increased the global trigger hurt form 999.999 to 999.999.999
  231. - Changed the message shown when someone picks the Serpentine Warrior skin.
  232. - Activating a crystal now gives you 100 points and the Serpentine Warrior skin. I know it may feel unfair on the teamwork rooms, deal with it.
  233. - Added Fade distance to several props to improve performance and maybe reduce/eliminate the random client crahses.
  234. - Beating the map no longer forces a Vote, a Timelifet nor a Map change. It will now restart from the begging, keeping the Skins and Scores. (1X CT Team points means the map was beaten once, etc)
  235. - After beating the map a RTV is now needed to change to a different map; but this is not different as having to RTV when you are stuck in X room, since round don't restart unless everyone dies at the same time.
  236.  
  237.  
  238. SPAWN:
  239.  
  240. - The "secret" scout cooldown respawn reduced from 5 minutes to 1 second.
  241. - Reduced the cooldown for weapons to respawn form 1 second to 0.5, and for grenades from 1 to 0.25.
  242. - All weapons spawn now on top of tables for making them easier to spot and keep some consistency.
  243. - There are more weapon spawns now.
  244. - Increased the amount of weapons spawns and doubled the amount of grenade crates.
  245. - Replaced the small tent brushes with prop versions.
  246. - Added a new teleport that gets enabled after finding the first crystal.
  247. - Moved some spawns around so they are closer/facing this new teleport. Removed the "far away" spawns where the m249 used to spawn.
  248. - Added very minor detailing.
  249.  
  250.  
  251. MAIN PATH & SHORTCUT:
  252.  
  253. - Triple Stair Spikes: Fixed the "lag" caused by stepping on the floor that activated the spikes.
  254.  
  255. - Rotating Blades: The "grate-window" will break after the lever is pressed, to make more obvious that the room was beaten.
  256. - Rotating Pillars: The pillars will stop spawn after thelever is pressed, to make more obvious that the room was beaten.
  257. - Rotating Pillars: Reduced their height from 64 to 60 units.
  258. - Rotating Pillars: Increased their spawn timer from 4 to 5 seconds.
  259. - Rotating Pillars: Reduced the brightness from the pillars.
  260.  
  261.  
  262. - Spikewall: Fixed the moss displacement before the room being too short.
  263. - Spikewall: Changed ilumination and fixed it to affect the 4 decorative snakes.
  264. - Spikewall: Replaced the entry gate and fixed the blood detail being cut of.
  265. - Spikewall: Improved the texturing in the area.
  266. - Spikewall: Now the Spikewalls are composed of 10 entities instead of 2, this should reduce the lag when many people are climbing at the same time.
  267. - Spikewall: The correct climbing paths are now random (2 each side), selected once the round starts.
  268. - Spikewall: Reduced the jumps heights from 64 to 60 units. Added an extra jump.
  269. - Spikewall: The snake's rope now opens both trap doors, instead of only the exit.
  270. - Spikewall: Sightly edited the snake-rope room, for no reason.
  271.  
  272.  
  273. - Fire Snakes: Improved the lightning (removed the dynamic lights of each fire, they were kinda buggy).
  274. - Fire Snakes: Sighly reduced the area of the fire's trigger (they don't cover the floor metal bars anymore).
  275. - Fire Snakes: Replaced the exit-stairs Clip texture so corpses (of people reaching the end and diying to burn) don't go through them.
  276.  
  277. - Poison Room: Fixed the snake that was wrongly using a red reflection.
  278.  
  279.  
  280. MAIN ROOM:
  281.  
  282. - The small snakes now also use the non-stone skin from the begining, like the big ones.
  283. - Added crates and tables from the previous expedition to fill the room a little.
  284. - Added also a clock like the spawn one so you can check the time when you beat Medusa.
  285. - The two usable boxes now give grenades instead of weapon (cooldown increased from 1 second to 5 seconds).
  286. - There are now weapons laying around like in the spawn (whitout needing to use a box).
  287.  
  288.  
  289. THE 8 ROOMS:
  290.  
  291. - Added a "rushed" teleport in the spawn that will teleport you back to the last room you died in to speed up things.
  292. - This teleport doesn't work if you die on the Infinite Paths beyond the first (red) room.
  293. - The teleport to Chain Room isn't located in the portal itself, it feels buggy but makes the walk back to every point (except the first "secret" climb) shorter.
  294. - Those teleports use a entity-cheap mapping technique and you won't appear facing the correct direction most of the time.
  295.  
  296.  
  297. 1 - MAZE ROOM:
  298.  
  299. - Replaced the levers with platforms that are more visible and keep the door open as long as you stay on top of them.
  300. (This allows you to have all 4 doors open at the same time with 1 player on each platform while also being easier to understand why the doors close).
  301. - The new platforms have 10 posible spawns each (including the old lever position).
  302. - The area in wich each platform appears is randomized.
  303. - The order of the doors is randomized.
  304. - Added indicators in the middle of the 2nd Maze that tell you the general area each platform is located.
  305. - Added some extra dead-ends in areas where there were only solid walls.
  306. - Replaced the texture used for the ceiling "borders".
  307.  
  308.  
  309. 2 - LAVA CLIMB:
  310.  
  311. - The bottom door opens 2.5 sec later and remains open longer. This way you have more time to react to someone starting the event.
  312. - The lever takes 5 seconds to reset after everyone in the room dies (instead of instantly). This, along with the new delay and teleport, allows you to be there for the next try.
  313. - Reduced the ignite time on the main lava from 5 seconds to 3 in an atempt to fix people respawning still igniting.
  314. - Fixed a typo in the completion message (outran instead of outrunned).
  315.  
  316.  
  317. 3 - SACRIFICE ROOM:
  318.  
  319. - Removed the "push" from the trigger hurts (people getting burned shouldn't fly anymore).
  320. - Replaced the floor texture.
  321. - Improved the lightning on the snakes so they aren't as dark.
  322.  
  323.  
  324. 4 - WATER WHEELS:
  325.  
  326. - Reduced the speed of the last wheel from 85º per second to 70º.
  327. - Fixed one of the props (straight row of spikes) not being solid.
  328. - Moved the Teleport Destination further away of the portal so you don't cross it back if going too fast.
  329. - Fixed wheels and water sounds.
  330.  
  331.  
  332. 5 - INFINITE PATHS:
  333.  
  334. - The messages shown when you have to select a path no longer show to all players.
  335. - Fixed a red glow in the crystal doors.
  336. - Added fade distance to all the props for better performance of the map (not noticeable while playing).
  337.  
  338.  
  339. 6 - SEWER SLIDE:
  340.  
  341. - Fixed the event reseting everytime one person died or left the area.
  342. - Fixed the breaking doors not killing players hitting against them all the time.
  343. - The lever takes 5 seconds to reset after everyone in the room dies (instead of instantly). This, along with the new teleport, allows you to be there for the next try.
  344. - Added some crates, poddles and a table.
  345. - You can now adquire a p90 or a m3 on the new table.
  346. - Reduced the duration of the whole event from 100 seconds to 90.
  347. - Sightly decreased the duration of the first (easier) part (items spawns every second) and sightly increased the duration of the later (harder) part (items spawn faster than every second).
  348. - Replaced the metal bars texture (that was only being used there) for one that is most common in the map.
  349.  
  350. 7 - ELEVATOR ROOM:
  351.  
  352. - Made the room easier and shorter:
  353. - Reduced total distance by 33%.
  354. - Removed the second "tricky" fire-snakes.
  355. - Removed the second (and harder) spike-cage.
  356. - Removed a couple filler spike-walls.
  357. - Reduced by 1 the amount of people needed in the wheel (now it will go down slowly with no one on it, will stand still with 1 people and will go up slowly with 2 people).
  358. - Removed some chains at the top that weren't needed (I forgot to remove them, they were mapping markers).
  359. - Added more chain-distance to the wheel (so you don't reach the point where you stop seeing chains).
  360. - Doubled the speed (from 256 to 512 units/second) at wich the elevator goes down if everyone on it dies.
  361. - Removed the "last tricky" jump when the elevator gets to the top. Its now a normal easy jump.
  362. - Made the last spike-wall the one with the hole in the center as to avoid people getting crushed by the protrunding metal that surrounds the chain path.
  363. - Fixed the spikes on the Fire Snakes not being lethal.
  364. - Added sound to the fire of the fire snakes.
  365. - Added fade distance to all the spikes in the room to improve performance.
  366. - Fixed the Rotating Fires crashing after a while (they now start when the first person enters and reset everytime the elevator goes down).
  367. - Increased the size of the push-triggers so it feels smoother when pushing.
  368. - Reduced the size of the trigger that detects if everyone in the elevator is dead (makes the elevator go down faster if you are making it go up with no one on it).
  369. - Removed the solidity of the "marker" that tells people in the wheel area how far the elevator is.
  370. - Removed solidity of the wheel-chains (added instead a clip).
  371.  
  372.  
  373. 8 - CHAINS ROOM:
  374.  
  375. - Increased the lightning of the room.
  376. - Fixed one of the counterweights not going all the way up.
  377. - Removed two "shortcuts" that weren't intended.
  378. - Changed Cubemaps to be more bright.
  379. - Fixed the first door arch, all the room snakes snakes and top of the tower being black.
  380. - Made the jump from the first wheel to the first corner snake easier (sightly more chain and a new chain).
  381. - Made the jump from the corner snake head to the last wheel-area easier.
  382. - Made the portal jump (boxes and then chain) sightly easier and the top box less sticky.
  383. - Fixed a gap in one of the chains in the first bridge shortcut.
  384. - Fixed a spike being parented to a moving chain while located on a static chain.
  385. - Sightly improved the 4 side-wheels. You can also now use them from top of them. For front-use, you should be at some distance, not clow to them.
  386. - Added platforms to the chains that players must ride while they move. This not only makes it easier, but also more obvious for those that don't know the pattern.
  387. - The two levers that shouldn't be touched after getting imposision will now "break" (sparkles will show) and stay in that position (2nd lever and 1st shortcut lever).
  388. - Changed the colours of the 6 platforms from teal to rainbow-coded for progresion comprehension.
  389.  
  390.  
  391. MEDUSA:
  392.  
  393. - Added 5 extra seconds to get weapons before being teleported.
  394. - Improved its trigger for increasing HP based on humans detected.
  395. - Reduced Medusa's "death push" from 1.000 to 750.
  396. - Medusa now looks for new targets every 5 seconds instead of every 7 (this should reduce the amount of time she can stop without moving if she instantly kills her target).
  397. - Reduced Stone Gaze's field of view from 0.80 to 0.90 (the bigger the number, the more you can look towards a Medusa's facing you, it used to be 0.95 on the first versions)
  398. - Fixed Medusa being able to turn into stone people she was bitting and the consequent weird "moving out of the room" perspective.
  399. - Medusa's Bite Attack now scales from 1 to 999.999.999, so it should still work when admins give players extra HP to survive other hazzards.
  400. - Reduced Medusa's Base HP from 450 to 300.
  401. - Reduced Medusa's HP per player from 120 to 90.
  402. - Falling Rocks trigger hurt reduced from 500 to 35, they should still kill you if they stuck you, but not if they only briefly pass through you.
  403. - Removed the "push" from the trigger hurt in the poison. People should no longer "fly" for diying to poison.
  404. - Reduced poison's damage from 10 to 2 (5/tick to 1/tick) but tripled the rate of spawning poodles (so more often than not you will be steping on multiple hurts at once).
  405. - Increased poison duration from 10 to 11 seconds to better match the new particle.
  406. - New particles for poison poodle and poison drooling, thanks to Syoudous.
  407. - Poison can no longer be placed on top of the torches (where it would reach medusa and hurt her).
  408. - Changed the name of the Fight and Victory musics so people with a bad sound.cache can still hear them properly.
  409.  
  410.  
  411.  
  412. ====================================================================================================
  413. MG Serpentis Temple - B4 (100 MBs)
  414. ====================================================================================================
  415.  
  416.  
  417. GENERAL:
  418.  
  419.  
  420. - Enabling a crystal gives your team 1 point so you can fast-check how many crystals have been enabled by checking the Team Score.
  421. - Killing Medusa gives your team 2 points (so a 10 score while on Serpentis means that the map was beaten and restarted), and a Score of 23 that it was beaten twice and 3 cristals have been enabled.
  422. - Added a Serpentine Warrior skin for Kaemon, Luffaren, Syoudous, Kaesar and Hannibal. Admins can also get this skin using NoClip or LowerGravity in the new spawn snake mouth.
  423. - Added Game Texts and improved some of the lines.
  424. - Replaced Turbo_Physics 0 with Turbo_Physics 1.
  425. - Now there are Checkpoints for: Opening the Temple, Enabling the Shortcut, reaching Medusa and each of the 8 cristals. This progress will get loaded if a Round Draw happens (all humans are dead at once).
  426. - Increased the Global Trigger Hurt when you fall from 9.999 to 999.999, so people reciving extra HP by admins still die when falling to a place they can't escape.
  427. - "Temple Open" and "Shortcut Enabled" now display the same sound as crystals when open.
  428. - Replaced the crystals with cheaper/simpler but arguably better looking crystals. This also fixes some crystals being different or their lower half not compiling properly.
  429. - Fixed the weird "glow" on the Snake's Texture (only noticeable on Medusa's Snake).
  430. - Changed Ammo on Weapons to 500 on P90s and 200 on Shotguns.
  431. - Fixed broken Cubemaps.
  432. - Centered the fireplace and added a big snake with skins.
  433.  
  434.  
  435. MAIN PATH & SHORTCUT:
  436.  
  437. - Added a randomized mini-triple-trap in first stairs.
  438. - Added Trigger hurt inside the falling rocks and the rotating pillars so they will still work with Turbo Physics.
  439. - Rotating Pillars: The way they are done made now makes them sightly harder. They also spawn 1 second faster (from 5 to 4).
  440. - Added some ivy and a pit trap on the corridor before Spike Wall.
  441. - Spike Wall: Changed the doors from Door entities to to Movement Linears. They now should crush/kill you with any settings, instead of stucking you on some.
  442. - Spike Wall: The Rope in the Snake's Mouth can't close the door anymore, now only opens it.
  443. - Way Down: Now 3 of the 6 small protrunding woods in the way down between Spike Wall and Fire Snakes will break.
  444. - Fire Snakes: Added Floor-Detailing to better understand the area of the Fire Triggers.
  445. - Fire Snakes: Changed the Fire Lightning Colour to a better looking one (same on used by the Fire Breathing snake in Lava Room).
  446. - Fire Snakes: Added 1/10 of a second to the time window to cross any given fire in
  447. - Waterfall Shortcut: Reduced the Speed of Push from 200 to 180. Sightly reduced its area.
  448.  
  449.  
  450. MAIN ROOM:
  451.  
  452. - Added three decorative player-statues with random animations chosen when a new round starts. I felt players couldn't check them properly during Medusa's Fight. They also hint what is to come.
  453. - Replaced some of the floor and "river" border textures.
  454. - Changed the big snakes texture and added a small detail where they touch the walls.
  455.  
  456.  
  457. THE 8 ROOMS:
  458.  
  459. 2 - LAVA ROOM
  460.  
  461. - Added the Global Trigger Hurt down the hole in the middle. This area shouldn't be reachable without admin intervention, but now if you fall into it you will die instead of being trapped.
  462. - Reduced Lava Speed from 52 or 44 (not sure wich one was taking place) to 40.
  463. - Made the Long Jumps on the sides easier (there are now protounding brushes).
  464. - The Room will now reset when everyone inside dies or leaves the game, reducing the waiting time between tries.
  465. - All the levers in the room are now reseted when the room restarts, instead of being timed (only related to the room reseting faster).
  466. - Added a help for non so skilled players in the Ladder Jump in the form of an extra brush.
  467. - Fixed a small stuckable-place behind the 2 first snakes in the snake-cluster.
  468. - Lava Streams' core now instant-kills. (Surrounding remains equal, but no longer increases damage as you keep touching it or touch new ones).
  469.  
  470.  
  471. 4 - WATER WHEELS
  472.  
  473. - Made the "Metal Bars" at the start/end of the Wheels thinner (only physically, not visually). Latency and whatnot was making them to crash people before they were seemlingly suposed to.
  474. - Removed 2 of the Water Particles.
  475. - Fixed the Crystal Activation particle not being visible.
  476. - Sightly reduced the speed of the two fastest wheels.
  477. - Its harder to crouch between spikes in the final wheel. However is still possible and not the intended way.
  478.  
  479.  
  480. 5 - INFINITE PATHS
  481.  
  482. - Replaced Hud Hints with Game Texts.
  483. - Now requires 3 players at the end instead of 2.
  484. - Reduced the posible outcomes from 81 (4 path choices) to 27 (3 path choices).
  485.  
  486.  
  487. 6 - SEWER SLIDE
  488.  
  489. - Closed breakable doors should now appear half as often.
  490. - Reduced the door strenght from 400 to 375.
  491. - When a player hits a closed door, he will still die but will break the door aswel (making his dead useful for the remaining team members).
  492. - The Spikes Trigger Hurt is now more accurate to their position.
  493. - The repeating-side-detail trigger hurt is now static and part of the global trigger hurt.
  494. - Fixed the ceiling texture and one of the side textures going to half the speed they should.
  495. - The Room will now reset when everyone inside dies or leaves the game, reducing the waiting time between tries.
  496. - Removed solidity from all the obstacles. Now they kill you with trigger hurts, improving the performance of the room (less lag) with many players.
  497. - Reduced the delay for a new obstacle after the crouching one from 0.5 to 0.35 seconds.
  498. - Added two new combinations of the same things appearing at once.
  499.  
  500.  
  501. 7 - ELEVATOR ROOM
  502.  
  503. - Completely remade the Elevator Room and everything on it.
  504. - Greatly improved the Slave Wheel visually.
  505. - It now resets (sends the elevator down automatically) if everyone on it dies.
  506. - The wood beams and floating lava-walls have been replaced with metal spikes.
  507. - There are now Chains and a Metal Piece that tell people on the Slave Wheel about the current elevator direction, speed and overall location.
  508. - Elevator now makes "physical sense" (doesn't go throught beams, walls or floating lava).
  509. - Travel distance (from bottom to top) is now shorter.
  510. - Fire Snakes now have side-visuals to better understand the area of the fire.
  511.  
  512.  
  513. 8 - CHAINS ROOM
  514.  
  515. - Fixed the solidity of the Snakes.
  516. - Shortcuts are sightly easier now to use (easier jumps).
  517. - Some jumps are sightly easier now, giving you some extra chain-links of distance (around 48 units).
  518. - Added "ladder" to a non-needed chain that was missing it.
  519. - Added half a dozen un-needed chains.
  520.  
  521.  
  522. MEDUSA:
  523.  
  524. - Fixed that "Stone Gaze" would stop working after the first victim.
  525. - Fixed the "Human turning into stone" sound that was missing.
  526. - Removed the "skull vomit" effect from Medusa. It was lagging and causing crashes on extreme circumstances and was un-noticeable without admin intervention causing it to spam.
  527. - Reduced HP per player from 150 to 120.
  528. - Added a "Medusa turned you into stone." message when you get turned into stone.
  529. - Fixed console spamming when reaching Medusa.
  530. - Killing Medusa will now trigger a Map Vote and Change the Map instead of just killing the players and forcing a map change because no time was left.
  531.  
  532.  
  533. ====================================================================================================
  534. MG Serpentis Temple - B3 (103 MBs)
  535. ====================================================================================================
  536.  
  537.  
  538. GENERAL:
  539.  
  540. - First version compiled by Kaemon. Total size reduced in almost 40 MBs while adding two full new rooms and some traps & details.
  541. - Finally fixed Medusa's crash problem.
  542. - Particles correctly included this rime around.
  543. - Highly reduced the ammount of textures used in the map, both custom and default, improving the map performance and reducing its total size.
  544. - Visually improved some areas and props:
  545. - Most fires now have a sprite glow.
  546. - The fire cauldron prop is sightly better.
  547. - The cristal altar prop is greatly improved.
  548. - Replaced the Teleport Destinations to the 8 Rooms "pink portal" with the same portal used in the Main Room.
  549. - Changed the map's sun coloration from grey-ish to green-ish.
  550. - The map now automatically respawns diying CTs if the server has the needed plugin enabled.
  551. - The map now forces sv_turbo_physics 0, enabling damage from physics like the falling rocks.
  552. - Added a new ambient music (GitS: Floating Museum) making the total 4 instead of 3).
  553. - A music won't repeat until all the others have been played, reducing repetitivity.
  554. - Replaced lots of brushes with props to fight the engine limitations and futher reduce the map size.
  555.  
  556.  
  557. SPAWN AREA:
  558.  
  559. - Added a "secret" Scout weapon that respawns 5 minutes after being picked.
  560. - Visually improved the spawn:
  561. - Replaced the old metal tents with camoufagle prop versions of themselves.
  562. - Added a campfire for some atmosphere.
  563. - Removed a couple ugly unfitting props (black bushes, antlion mounds and green trees) and added some more fitting ones (rocks and dead trees).
  564. - Changed and moved around the weapons and CT spawns.
  565. - Replaced the old & ugly "Map by Kaemon & Luffaren" texture with a placeholder "Hannibal & Kaemon Blog - Rafuron.Wordpress.com" texture.
  566.  
  567.  
  568. MAIN PATH & SHORTCUT:
  569.  
  570. - Added a new task needed to open a new gate before the Temple Door.
  571. - Temple Door: Sightly visually improved with some snake statues and texture changes.
  572. - Added two hidden mini-trap rooms needed to open the Temple Door:
  573. - Rotating Blades: A room that requires you to dodge 3 rotating blades in a small circular room.
  574. - Rotating Pillars: A room that requires you to jump over rotating pillars that fall down a long slope.
  575. - Spike wall correct "exit hole" now can be either the left or right one, choosen randomly AFTER someone enters the holes. Middle one is always good.
  576. - Added a new mini-trap room that requires you to descent without diying to reach the area with the Fire Snakes (losing too much health also punishes you in Fire Snakes).
  577. - Sightly visually improved the corridor between Fire Snakes and Poison Snakes room.
  578. - Sightly visually improved the poison and its timming on the Poison Snakes room.
  579. - Poison Snakes room is now to the left instead of to the right.
  580. - Poison Snakes room now closes when the poison trap gets triggered.
  581. - Poison Snakes room exit is now closed, 4 new ropes located in the 4 corners help you open the door. The door fully closes if the trap gets triggered.
  582. - The hole that leads to the Main Room now includes a lever to better visualy explain the progress. The lever opens both the hole and the shorcut.
  583.  
  584. - Sightly visually improved the wooden hanging bridge.
  585. - The wooden bridge now has some breaking planks.
  586. - The "waterfall" now is disabled until the shortcut gets enabled, and comes out from a snake statue.
  587. - Visually improved the room with the "shorcut fall".
  588. - The shorcut now gets enabled with a lever instead of falling into a hole.
  589.  
  590.  
  591. MAIN ROOM:
  592.  
  593.  
  594. - Two new doors leading to two new traps are now available on the Main Room.
  595. - Added two new symbols for the two new rooms.
  596. - Replaced the symbols' frame with a more detailed prop version.
  597. - Added drawings under the symbols that indicate the minimum players required (in black), the recomended extra players (in white) and how many need to die (upside down).
  598. - Moved the "Room was complete particles" from the front of the closed doors to the mouth of the big snakes.
  599. - Improved the room's FPS.
  600. - The 8 teleports from the 8 rooms that lead back to the Main Room now lead each one in front of its portal instead of to the middle of the room.
  601.  
  602.  
  603. THE 8 ROOMS:
  604.  
  605. 1 - MACE
  606.  
  607. - Path between maces now has a trigger hurt below.
  608. - Replaced the tablet symbols with colored crystals.
  609. - The crystal that shows the way needs to be used in order to reveal the correct path, so spectators can't just check it.
  610. - Visually improved the 2nd Mace.
  611.  
  612.  
  613. 2 - LAVA CLIMB
  614.  
  615. - Completely remade the room.
  616. - Now it requires a minimum of 3 players to be completed.
  617. - Even if the room was completely remade, we tried to kept the size and most of the original paths and ideas on it, so you will find it quite familiar.
  618. - Visually improved the lava (both texture and particle).
  619.  
  620.  
  621. 3 - SACRIFICE ROOM
  622.  
  623. - One of the two safe final platforms breaks at random now, you may want to bring an extra person or have a 50% chance of failure on the first succesful try.
  624.  
  625.  
  626. 4 - WATER WHEELS
  627.  
  628. - Replaced the old wheels with better looking ones made into props.
  629. - The wheels won't start rotating until the room is entered for the first time as to prevent the current rotating limit bug on the Source Engine.
  630. - Every hour after the room is entered for the first time the wheels get killed and respawned to avoid the 36000º limit. Sorry if this happens while you are crossing them.
  631.  
  632.  
  633. 5 - SEWER SLIDE
  634.  
  635. - Now requires a minimum of 2 players to be completed, as there are now breakable doors that can't be broken by a singleplayer.
  636. - Remade the "waiting room" to fix a weird crash issue that appeared on this version.
  637.  
  638.  
  639. 6 - INFINITE PATHS
  640.  
  641. - Reworked its system to only use Target Names instead of both Target Names and Class Names.
  642. - Removed the "secret" that showed the correct path (it was intended for testing purpouses only and never meant to stay there).
  643. - Now requires 3 persons reaching the crystal room to access it, so make sure to remember the path you took to tell others.
  644. - Sightly improved visually.
  645.  
  646.  
  647. 7 - NEW: ELEVATOR ROOM
  648.  
  649.  
  650. - A completely new room that requires a minimum of 6/7 players and that is about operating an elevator while the passengers dodge dangers.
  651.  
  652.  
  653. 8 - NEW: CHAINS ROOM
  654.  
  655. - A completely new room that requires a minimum of 2/3 players and that is about climbing and jumping on hanging chains.
  656.  
  657.  
  658. MEDUSA:
  659.  
  660. - Fixed the crash issue.
  661. - Remade the "bite" while fixing the crashing issue, it looks sightly better and now spits out the dead bodies instead of swallowing them. Medusa's stomach has been removed.
  662. - When Medusa gets reached, the mp_timelimit changes to 999 as to give the opportunity of multiple tries. You need to defeat Medusa or RTV to change the map, but thats not different of how the map already acted pre-Medusa.
  663. - Now Medusa has dynamic HP based on the number of players instead of a static ammount that was making her impossible with few people and too easy with lots of people.
  664. (Her Base HP still makes it so each player has to shoot her less as the amount of players increases).
  665. - The "you got petrified" room now kills you instantly and no longer has any text (or visuals) on it.
  666. - Added a HP Bar to Medusa showing her health. Let us know if you don't like it, but it will help us determine if the new HP values are too high or too low.
  667. - Increased the field of view at wich petrification will affect you (you have to kept Medusa further into the side of the screen when she is facing you).
  668. - Greatly improved the petrification system, it now spawns the statues with perfect accuracy and in the correct ammount (1 per player instead of 0 to 3).
  669.  
  670.  
  671. ====================================================================================================
  672. MG Serpentis Temple - B2 (141 MBs)
  673. ====================================================================================================
  674.  
  675.  
  676. - Fixed particles.
  677. - Minor fixes. The list was lost in the streams of time.
  678.  
  679.  
  680. ====================================================================================================
  681. MG Serpentis Temple - B1 Fix (133 MBs)
  682. ====================================================================================================
  683.  
  684.  
  685. - Had to fast-fix the map. Many model textures were missing.
  686. - Particles were broken on this fast fix and left broken for months to come.
  687.  
  688.  
  689. ====================================================================================================
  690. MG Serpentis Temple - B1 (112 MBs)
  691. ====================================================================================================
  692.  
  693.  
  694. GENERAL:
  695.  
  696. - The map now needs a minimum of 6 players for Legit-Completion. Reason: The new Sacrifice Room; also is probably the minimum number required for Medusa.
  697. (More rooms or areas like this may be added in the future; right now only the Maze and Medusa required a minimum of teamwork)
  698.  
  699. - Added "MP_LIMITTEAMS 0" console command to the map (allows everyone to join CT if the server has a different setting).
  700. - Added "MP_FASLIGHT 1" console command to enable the flashlight (and allow its use even if the server normaly doesn't).
  701. - Changed some models and props for increased FPS and map size reduction. Not big visual changes.
  702. - Added a new message in addition to the previous ones; to know WHICH Crystal Room has been completed.
  703. - Fixed a bug that allowed you to spawn extra weapons in the spawn; even crashing the server if abused when spawning too many entities.
  704. (Now is impossible to glitch those; but remember that the map only deletes the extra m3, m249 and p90s; not other weapons that admins may spawn)
  705. - Replaced some NoDraw textures with Black textures to avoid "glitchy vision" at some points or while spectating.
  706. - Added a "Starting Camera" (image of the level you see before joining any team) located on Medusa's Room, and aiming at Medusa's statue.
  707. - Made the Shorcut a lot shorter. Now you only need to cross the bridge and enter the door.
  708. - Completely removed from the map the "Rotating Blades" room and the surrounding corridors. The trap may be added again somewhere else in the future.
  709. - The water fall on the wood bridge in spawn now pushes the players. Beware it!
  710. - The "Falling Green Vents" that lead to Medusa's Room (Normal and Shortcut) are now straight to remove the chances of getting killed from fall damage.
  711. - Fixed the Teleport Destinations when entering a Crystal Room. They should now teleport you facing the correct direction at the right spot.
  712.  
  713.  
  714. MAIN PATH & SHORTCUT:
  715.  
  716.  
  717. - Fixed a glitch that made people stuck inside the moving walls/spikes.
  718. - Spikes no longer sudenly appear killing people (related to previous fix).
  719. - Entrance gate opens faster now (while walls are still moving) so people have more time to enter the room for the next try.
  720. (Or to cross it with assistance from the other side without having to wait the whole event)
  721.  
  722.  
  723. - Changed the timing on the Fire Particles. Now acts accordingly with the trigger hurt / ignite.
  724. - Turned the snakes around. They were in the wrong order; from Hard to Easy; now they are from Easy to Hard.
  725. - Changed some of the Prop Statics in the room so they get better illumination; now they help more visually knowing when is safe to cross the Snakes.
  726. - Increased by 0.25 seconds the time to cross all 5 Snake statues.
  727.  
  728.  
  729. MAIN ROOM:
  730.  
  731. - Floor lagging problems fixed. (Was the cause of the Lag-Fest when facing Medusa with more than 8 players).
  732. - Changed the model of the portals with a new one. (May change again in the future, didn't like the result).
  733. - Added symbols on top of the doors so its easier to know/remember where every portal leads. (You need to use some brain cells for this process).
  734. - Changed the closing doors on the Portal Rooms for aesthetic purpouses. They don't cover the top of the room anymore.
  735. - Changed the models that form the whole room. Increased FPS and reduced map size.
  736. (This change also affects the "walkable" areas on top of the walls; now players can't walk on them with Low Gravity or any kind of jump-boost)
  737. - Added a trigger hurt on the Spikes in the middle of the room. Their purpose is so players don't abuse this position when facing Medusa.
  738.  
  739.  
  740. THE 6 ROOMS:
  741.  
  742. 1 - MAZE ROOM
  743.  
  744. - Unchanged.
  745.  
  746. 2 - LAVA CLIMB
  747.  
  748. - Now uses a button identical to the Sewer Fall room for opening the door and start the event.
  749. (This button serves as well as a visual indicator on the room's reseting time)
  750. - Reduced the time it takes for the room to reset to half. Reducing by 2 minutes the waiting time!
  751. - Now the lava reaches the ceilings; so you won't be safe near the crystal; use it and get out of there!
  752.  
  753.  
  754. 3 - SACRIFICE ROOM
  755.  
  756. - Reworked completly how the second part of the room works. It now hungers for sacrifices.
  757. (The new Sacrifice Room now requires a minimum of 6 players team working to be completed)
  758.  
  759.  
  760. 4 - WATER WHEELS
  761.  
  762. - Added a Trigger Hurt under the room. Some people with extra HP or lower gravity from plugins like Roll-the-Dice would just stay under the room.
  763.  
  764.  
  765. 5 - INIFNITE PATHS
  766.  
  767. - Fixed a bug that forced you to cross the "Yellow Room" a 5th time.
  768. - Added a message on the "Yellow Room" that tells you in which choice you are (1st, 2nd, 3rd or 4th), as well as one for doubting.
  769.  
  770.  
  771. 6 - SEWER SLIDE
  772.  
  773. - Reduced the length of the wall that requires you to crouch; so getting one quickly followed by spikes doesn't equal instant failure.
  774. - Made the Exit Brush that appears at the very end more visible and easy to understand (the hole brights now in white instead of being in the darkness).
  775.  
  776.  
  777. MEDUSA:
  778.  
  779. - Fixed a crash that could occur when the last human alive was being eaten by Medusa's Snake. (Hopefuly)
  780. - Now, additionally (as part of the fix) the human that has been bitten will get swallowed by Medusa.
  781. - Medusa Hurts changed so they keep increasing damage, doing more every passing second (so people with unusual high amounts of HP die "normally").
  782. - Silgthly reduced Medusa's turning speed. Is almost unnoticeable but should help avoiding surprise gaze-attacks.
  783.  
  784.  
  785. ====================================================================================================
  786. MG Serpentis Temple (111 MBs)
  787. ====================================================================================================
  788.  
  789.  
  790. - Released the first version of MG_Serpentis_Temple, a MG map made by Kaemon & Luffaren, for the Gamebanana "Treasure Hunting" contest.
  791. - The map only has 6 crystal rooms, and has many ugly areas and glitches.
  792. - The map only requires 2 players to reach the end, even if more are recommended, as the only forced teamwork required happens on the Maze Room. (Rest of the rooms are solo-able).
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