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fomalhaut v2 changelog

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Jan 29th, 2016
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  1. v2
  2. - Fixed accidental lift tag near the RK lift.
  3. - Added a bit more rocket ammo and health in the RK arena fight.
  4. - Changed up the BK fight so that the monster only start spawning in after you drop down and move towards the BK.
  5. - Sloppily added some DM starts.
  6. - Added some more Arachnotrons in the RK arena (some chainners in COOP)
  7. - Changed up the lift leading to the RK so that your not stuck on the ledge w/ the RK with monsters below you (you can take the lift back down if monsters are blocking)
  8. - Changed the step textures leading up to the YK in an effort to make them stand out more when they build.
  9. - Added small new fight that triggers after you grab the RL near the YK trap.
  10. - Added some raising lights near the YK in an effor to make it stand out more when you press the stair building switch.
  11. - Added some more opposition in the BFG secret room.
  12. - Changed up the BFG secret just a bit (since it seems part of the secret was bypassable because of a blunder on my end)
  13. - Made the two hints on the two-part switch red skull puzzle stand out a bit more with some lighting.
  14. - Added a small trap near the Arachnotrons/YK switch leading to the big outdoors area.
  15. - Added a dumb lighting effect in the PG trap.
  16. - Added a very small trap in addition to the RK trap which puts a bit more pressure on the player back at the lift.
  17. - Added some COOP-only Arachnotrons on the hills near the RK arena.
  18. - Added a bit of cover near the exit bridge (beginning side of the map).
  19. - Added some lighting bits in the caves behind the YK trap area.
  20. - Added some Spectres which spawn in after pressing switch to get out of eastern stairways.
  21. - Moved backpacks farther up the hallway, nearer the Arachnotrons.
  22. - Added some lift-like texturing to the BFG raising floors (so they look more like lifts, which they are, after the player raises them).
  23. - Added a couple more medikits in the RK arena fight.
  24. - Changed up the PG closing door trap to instead have lowering bars come down to block the player. This is to avoid confusion so the player knows they are trapped in that room instead of not being able to open the door.
  25. - Added a new small trap after the player presses the first switch leading to the YK path. Some Imps/Chainners lower behind some cages near one of the BK doors.
  26. - Added some monsters that spawn into the level when the player backtracks to the exit after grabbing the RS. COOP UV gets a Cyber to deal with.
  27. - Added a GA near the bridge raising trap.
  28. - Lowered the Cacodemon closest in the RK bridge rasing section by 64px so they can see the player more easily.
  29. - Added a teleporting Arachnotron that comes in after pressing one-half of the RS lowering switch (south-western switch in the watery valley).
  30. - Changed the exit switch Baron to Revenents (on Med/Hard). Added more Revs on COOP.
  31. - Attempted to change up the stairs in the northern-most RS spawn area so the monsters don't stuck down in that pit.
  32. - Changed up the Demon trap at the front door of the base so that they are set free when the player tries to open the door.
  33. - Added COOP Megaspheres in the megasphere secret.
  34. - Changed blue torch to red torch in the caverns (forgot why I left it blue in the first place).
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