Bug fixes/misc
Lighting in the base has been improved for the texture changes, giving a brighter yet subtle feel
There is now a killzone when you jump outside of the map
NPCs will no longer shoot through the outpost, and bounty hunter buildings
Moved 3D skybox to the bottom of the map
Fixed a tablet clipping into the rocks
Fixed several holes in the map
Fixed floating plants
Fixed a few clipping trees
Fixed a few holes in the outpost
Optimization
Added several more area portals, hints, and general optimization techniques to improve performance for the upcoming overhaul of the base aesthetics
Additions
Added a small new area to the left of village
Added a small lake to the left of the outpost
The left garage now opens
Added vines to the rocks
Added a planet to the skybox
Added clouds to the skybox
Added four flying manta’s to the skybox
Added two buttons to the admin room
One boxes in the 3D skybox, allowing fog editors to look better
One button blocks of use of the ER buttons
Rocks now have grass on top of them
Added a navmesh to the temple
Added navigational maps around the base
Added ruins around the map
Changed the forest infront of the village to allow more space for Game Masters to utilize
Added out of bounds areas within base to give a more lively, military feel
Added dueling arenas at the bottom of the map
More colored lights within base, giving a less flat feel. Terminal props came alongside this change
Added defcon panels around the base
Two inside MHB
Two in bunks
Two in BCC
One outside of MHB
One in mess hall
One in engine room
Added four recruitment booths to barracks with interchangeable battalion signs
Every area has new textures. Uniformity and aesthetics should match in a more coherent, clean way
Lights have been brightened and added on most walls
Debrief expansion
Wider walls
High command stand/palpy teleporter
Fish tank above DB!
Spaced the stands out
Lobby/messhall/sim hallways expansion
Walls are wider to allow more breathing room
More props/aesthetic things have been placed around
Added a section for the daily spin NPC, and future NPCs
Benches added around
Elevator to BCC in mess hall
Messhall has a new floor that provides a visual into an out of map area
The biggest sim room had its roof raised by a rather large amount
Holotable is now present where old BCC teleporters were
Sim rooms have buttons to their doorways now
Big sim room has a lobby/waiting area
MHB/Courtyard expansion
Removed pointless walls that led to empty rooms
Converted the area right after the stairs into a more open combat space
Added two new small bays for tanks/small craft to enter
Elevator to BCC on the left
Added more props to courtyard
Improved how the entrance to base looks
Raised height of entrance to MHB to allow LAATs an easier entrance
Added three landing pads to CY
Removed gate wall near Jedi LAAT
Removed area with shelves
Engine room modifications
Path to ER widened/heightened
Removed some unneeded clutter/walls that served no purpose
Added more lights to the walls
NPCs will now die to the killzone
BCC modifications
Removed all carpet
Added two elevators (as stated prior)
Added a teleporter to palpatine's room
Modified the pathway between bunks, removed plants
TR room
Prettied it up
Closed in walls and removed unneeded space
That wraps up the changes made to the map. If you have any questions or concerns, leave a comment and I'll answer them to the best of my ability.
IF YOU HAVE ANY OTHER DEVELOPMENT QUESTIONS, PLEASE LEAVE A COMMENT ON THE PREVIOUS Q/A POST. YOU HAVE UNTIL THE 7TH
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Upcoming changelog
Fixes:
Fixed floating rocks
Fixed rocks with no collision
Fixed weird terrain around the map
Fixed jedi temple LAAT consuming entities
Fixed getting stuck in ground when using jedi TP
NPCs will no longer look at you through the outpost as I have blocked their line of sight. THIS IS THE ONLY AVAILABLE FIX FOR THEM DIRECTLY SHOOTING AT YOU. TFA bullets do not count as real bullets, so there are no counter measures I can take within the map editor to prevent shots passing through.
GM and CG recruitment signs will now display correct abbreviations
Additions:
Added a new section between bunks and stairs/lobby area to allow event jobs a smoother run through base
Added another recruitment booth (making a total of 5)
Removed two unused bunks and added a bigger room (in their place) for future projects