Rozark

The Official Rozpack 4.5 Changelog

Jun 19th, 2018
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  1. V4.5:
  2. ##### GENERAL UPDATES #####
  3. - Updated to Zandronum 3.0 Standard
  4. - Changed IRI map codes to ARK map codes
  5. - Map cards are now displayed temporarily at the start of each map
  6. - Team Spawns are now available for team modes on all 35 maps
  7. - Health and Weapon capsules have been rebalanced from "random" to "more organized"
  8. - The custom water filter has been removed in maps where playable space is heavily underwater
  9. - Ice friction values now match that of Core 8BDM (200 to 180)
  10. - "Cluster" has been removed from all MAPINFO
  11. - "Evenlighting" has been added to all MAPINFO
  12. - All Skyboxes and 3D floors have been hidden from automap
  13. - Maps have been moved closer to their orange center mark as determined by GZDoombuilder
  14. - All maps, with a few reasonable exceptions, now use custom jump pads and teleporter textures
  15. - Doll design has changed
  16. - All blue window textures are now textured instead of plainly colored
  17. - All custom liquids should now properly splash
  18. - Auto's truck is now a voxel
  19. - WilyGrovel now properly works
  20. - New World assets have been archived for potential future use
  21. - Updated Terms of Use/Disclaimer. This can be found on both the main topic and inside the README of the file. If you don't wish to read it, here's the shorthand version to determine if you should fully read it. Don't edit other people's music or belongings as it belongs to the people listed in the respective credits. However, if you wish to make edits to my stuff or include specific maps in other things, just please let me know first or use the proper crediting notations found in the disclaimer itself. This update was done for both official reasons and partly due to an event that happened within the past few months.
  22.  
  23. ##### MUSIC UPDATES #####
  24. It is important to note that the music used in this pack now sometimes extends into non-famitracker chiptune territory. This includes the usage of N163 and now generally disallows the usage of VRC7. Probably a weird choice, I know.
  25. - Rebalanced all music volume
  26. - Updated scripts for the RMG (Random Music Generator)
  27. - Changed IRIMUS# to ARKMUS#
  28. - Changed KYOBOS# to ROZBOS#
  29. - Changed KYOVIC to ROZVIC
  30. - Removed D_STORM and DRILL
  31. - Removed other excess sound files that were accidentally brought over when V4 was released
  32. - One Crobat song has been changed
  33. - The victory theme has been changed
  34. - The following songs have been added:
  35. ARKMUS11, ARKMUS12, ARKMUS13, ARKMUS14, ARKMUS15, ROZBOSF
  36. - The following returning stages have had their songs changed:
  37. ROZMUS3, ROZMUS4, ROZMUS5, ARKMUS10
  38. - The following map songs have been changed:
  39. ROZMUS6, ROZMUS7, ROZMUS8, ROZMUS14, ROZMUS15, ROZMUS16, ROZMUS20, ARKMUS2, ARKMUS6, ARKMUS7, ARKMUS8
  40. - The following boss songs have been changed:
  41. ROZBOS5, ROZBOS6, and ROZBOS7
  42.  
  43. ##### MAP UPDATES #####
  44. - Added Rozpack Expansion III (Ark11 - Ark15)
  45.  
  46. A structure update involves starting from scratch while taking the old map's layout and improving upon it by condensing wasted space, cleaning up texture work, or adding new concepts that wouldn't work seamlessly in the old layout. These maps will look and feel similar to their old counterparts (for the most part) but will play differently in sometimes radical ways.
  47. - The following maps have had structure updates:
  48. Roz01, Roz02, Roz17, Ark04
  49.  
  50. The following map slots not covered in the above category, along with their reasons, have had replacement maps made:
  51. - Roz06: New World experimented with height a bit too dangerously and executed poorly. Despite the layout being destroyed, I wish to one day bring back the overall theme of "Alien World" to a different map, with different textures most likely. The theme here now replicates a more modern version of V3's Roz06 theme.
  52. - Roz07: Time and time again it has been proven that dual layered maps do not work in 8BDM's general gameplay environment. This map was one of them and had to be replaced. Its theme has been reused slightly in its replacement.
  53. - Roz08: The huge back interior room, the one located near one of the teleporters, felt like a huge missed opportunity. One of the connecting rooms, that was designated as a room and not a hallway, only had two doorways. I felt that remaking half the map into a different image wouldn't work out well, so this layout was scrapped. The replacement map uses the same theme.
  54. - Roz14: I never really cared much for this map and it always felt like a drag, although that might have been the song's fault as well. A lot of it revolved around using raised stairways on the side that really took you nowhere or offered no distinct advantage, thus contributing to wasted space. There were a few nice rooms I liked though, like the spring room and the immediate more narrow path next to it, but it wasn't enough for me to keep the map entirely. The replacement map uses the same theme and recycles a few, but not all, concepts.
  55. - Roz15: From day one I wanted a power plant concept where you could just drive in for your needs, a building where the roads were a more major part of it. The building being designed around the roads in mind feels pretty cool to me. This idea was played around with a bit in the new layout. The old layout definitely did not allow this in any shape or form and had to be reworked, twice, from the ground up. There were a few random layout quirks I didn't like in the old one either, which leads us to this version's new layout.
  56. - Roz16: I'm pretty sure most of us know why this was scrapped but I'll say it more officially here. This map felt more like a recreational map than a map you could actually do stuff on. The map wasn't designed with low gravity in mind, rather, it felt more tacked on if anything. The layout was confined to what the skybox had to offer. Despite all of this, there were two good concepts here that have been reused in some newer maps. The first is the commercials. These were nice distractions that contributed to the authenticity of the environment. Most commercials have been reworked into billboards, which are now featured in Roz15. The second is the concept of an extremely tiny being in a huge world. This concept was reused for Ark14, this time the layout was designed first and is not restrained to the skybox, fixing one of the major defining flaws this map had. Rest in peace my sweet son.
  57. - Roz18: Despite being half the size of the V3 version, this map was still a bit on the large side. Large maps aren't a problem by any means, but due to the higher amount of teleports thanks to the map concept, it was an incredible chore to both traverse and chase someone down. The initial idea was to remove just the regular teleporter (the non-door pair on both timelines), but after doing so, it led to some pretty obvious and dangerous flow issues. So, I figured I would fix two problems at once and shrink the map tremendously further in the remake, thus hopefully relieving these problems.
  58. - Roz20: This map was donated to a curator named CutmanMike who has since taken it to his liking to feature it in his proud personal display known as core MM8BDM.
  59. - Ark01: I got extremely mixed feelings from people on the layout regarding this map. On one hand, it was nice because it was a meme. On another hand, the layout would work but the texture set got in the way. Finally, on the last hand, this map felt bleh. I did what I felt was sort of for the best. I retired this map in its current form. I gave this layout a structure and visual update; it now exists as Roz20. As for this map slot, it still uses the same theme. A pulsating effect (which I hope to improve upon in the future) on the textures now leads towards the center. The map is now a super square arena map, something that has sort of been phased out in recent years by every 8BDM mapper. The map accepts itself as a viable meme map and the weapons located on it are all some of the worst weapons commonly agreed upon by duelists. This in itself creates a low tier weapon layout. I hope you enjoy it.
  60. - Ark02: Something felt off about this. I couldn't go full weeb with this layout and it suffered a bit from a bit of verticality issues. There was a version where I tore down the the wood wall in the backyard for an ocean/dock, but it just didn't feel right after awhile either. Instead, I opted to remake the map from scratch with a heavier focus on the building/shrine.
  61. - Ark03: Too much huge wasted space. Most of this map was played around the cliffside area where I believe an E-tank was. The concept of a map built around icewall was toyed with a bit in its replacement along with a more consistent color scheme for the time being.
  62. - Ark06: Another map not built specifically around low gravity. A huge amount of wasted space in the center room. This map just didn't work. The theme of a space base, along with a map actually built around low gravity this time, has been made its replacement.
  63. - Ark07: A large amount of verticality issues and wasted space to the point of where I'm not even sure where most of the battles took place here. This layout reuses the same theme/concepts and holds a much cleaner layout.
  64. - Ark08: Large verticality issues and disgusting texture work. I also wanted to play a bit more with the concept of the bookcases being super integral to design. A concept where the bookcases could be both an obstacle and something that gets walked upon for layout purposes.
  65. This feat was accomplished.
  66.  
  67. A visual update involves more texture work than usual, sometimes changing the overall aesthetic feeling to a map. These tend to focus less on layout and more on the visuals although this is not a guarantee, as at times a visual update may occur during a structure update or general map update, thus overlapping the two together. These include major changes that were made outside of regular offset fixing.
  68. - The following maps have had visual updates:
  69. Roz01, Roz03, Roz05, Roz15, Roz17, Roz18, Ark02, Ark03, Ark04, Ark08, Ark10
  70.  
  71. The following maps have had miscellaneous changes that don't fit under either of the other categories:
  72. - Roz03: The ladder section leading up to the top of the waterfall has been reworked to a few jumps
  73. - Roz04: The exterior section has been shut down to the general public
  74. - Roz04: The long interior hallway is now separated by a more rocky path with waterfalls
  75. - Roz04: Added BLOCKMONSTER lines on the crystal structure
  76. - Roz04: Two plantman platforms materialized near the crystal structure
  77. - Roz05: The small interior room that used to be stairs leading outside has been reworked
  78. - Roz09: Wind now exists on the back of the train and now pushes you back towards the train instead of away from it
  79. - Roz10: Reduced the overall map length by about 580 units near the fountain
  80. - Roz10: Took advantage of a sick window deal and painted some of the windows so that they're easier to tell apart
  81. - Roz10: Roader Rage will now occur every 30 seconds as opposed to a random value between 7 to 12 seconds
  82. - Roz11: People who enjoy wax will be upset to learn that the amount of candles has been reduced
  83. - Roz12: After many angry taxpayers filed complaints to Gutsman, he has since stabilized the area, removing the earthquake
  84. - Roz12: Two extremely small alcoves have been added in areas
  85. - Roz13: The interior lifts in the middle of the map now alternate on a timer
  86. - Roz13: Drifting airships have been outlawed and will be fined heavily if caught
  87. - Roz13: Removed both the center pits and the BLOCKMONSTER lines surrounding the center pits
  88. - Roz13: Software's skybox is no longer a pure solid color
  89. - Roz13: The local circus went through town and installed two more thunderclaw pegs
  90. - Roz15: Textures renamed from POW to PHOU to prevent conflicts with the Rockforce map
  91. - Roz18: Added goods for Alpacka, DRSG, EMPX, and DOS Reborn
  92. - Roz19: Fixed an invisible ladder that I really hope no one knew about
  93. - Roz19: Most textures that include raw white have been dimmed so it no longer feels like you're staring at the sun
  94. - Roz19: The giant clock now takes its time based on the server's local time
  95. - Roz19: Added BLOCKMONSTER lines to the standalone ledges
  96. - Ark04: Added BLOCKMONSTER lines to the standalone ledge and the center of the well
  97. - Ark07: Security Lasers can no longer be reflected or stopped by Leafshield and similar effects (+DONTBLAST)
  98. - Ark09: People who enjoy wax will be ecstatic to learn that the candle animations have increased in speed
  99. - Ark09: Merged the pits seamlessly with the skybox
  100. - Ark09: Candles no longer drop capsules in LMS modes
  101. - Ark10: Due to the amount of quakes in a different map, a new pathway has opened up underwater, connecting the center and button rooms
  102. - Ark10: Doors are now more efficient at killing the player
  103. - Ark10: Added underwater platforms in the center room for more ways out of the water
  104.  
  105. ##### WEAPON UPDATES #####
  106. Everything was wiped clean and started from scratch here. As a result, there is too much to report here. Instead, please take a look at the Master Weapons List for Rozpack V4.5, located both in the file and on the main topic. The general idea involves only 8 weapons for each map. Buster upgrades are not guaranteed on every map, thus leaving some maps with 7 weapons instead. Each of these weapons correspond to a single weapon slot, with the exception of one weapon slot per map having exactly two weapons.
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