HomeGamesUpdatesPricingMethodology
Steam News9 June 20242y ago

BETA UPDATE 2 - CUSTOM MAPS/STEAM WORKSHOP

Two additions to the custom maps logic today! -Added destroyable doors/walls/anything you want. Right click a brush and go into brush entities and select destroyable. -Added lava.

Full notes

Full UBERSLAUGHTER update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions2 changes0 removals
  • Maps
  • Balance
  • Fixes
  • Gameplay
changedTwo additions to the custom maps logic today!
addedAdded destroyable doors/walls/anything you want. Right click a brush and go into brush entities and select destroyable. -Added lava. Same thing as above, make a brush and right click it and select Lava in brush entities. Then you can change the damage and damage tick interval in the entity properties.
changedKnown issues: -When applying in-built textures to a mesh and running the map, sometimes the mesh will just decide to use another in-built texture for whatever reason. Working on a fix! Custom textures should be working fine though. -Unity has a maximum of 8 light sources per object. Meaning that if 8 lights are already reaching an object, any subsequent light after those 8 will not be displayed. There is no easy way for me to fix it as far as I know, but an easy workaround I have found is to reduce the light range or have more brushes/meshes in the scene. So instead of having one big wall, you could cut it up into smaller wall pieces. -There is no easy way to tell which way the mystery box, perk machine and other stuff are facing, which is annoying. Unless there is so way for trenchbroom to show local axis for entities, I will work on a fix for that too.
addedWhile I work on those issues, I will also work on adding doors, adding back the teleporters, custom skyboxes and purchasable doors/walls.

UBERSLAUGHTER changes

changedTwo additions to the custom maps logic today!
addedAdded destroyable doors/walls/anything you want. Right click a brush and go into brush entities and select destroyable. -Added lava. Same thing as above, make a brush and right click it and select Lava in brush entities. Then you can change the damage and damage tick interval in the entity properties.
changedKnown issues: -When applying in-built textures to a mesh and running the map, sometimes the mesh will just decide to use another in-built texture for whatever reason. Working on a fix! Custom textures should be working fine though. -Unity has a maximum of 8 light sources per object. Meaning that if 8 lights are already reaching an object, any subsequent light after those 8 will not be displayed. There is no easy way for me to fix it as far as I know, but an easy workaround I have found is to reduce the light range or have more brushes/meshes in the scene. So instead of having one big wall, you could cut it up into smaller wall pieces. -There is no easy way to tell which way the mystery box, perk machine and other stuff are facing, which is annoying. Unless there is so way for trenchbroom to show local axis for entities, I will work on a fix for that too.
addedWhile I work on those issues, I will also work on adding doors, adding back the teleporters, custom skyboxes and purchasable doors/walls.

Two additions to the custom maps logic today!

-Added destroyable doors/walls/anything you want. Right click a brush and go into brush entities and select destroyable. -Added lava. Same thing as above, make a brush and right click it and select Lava in brush entities. Then you can change the damage and damage tick interval in the entity properties.

Known issues: -When applying in-built textures to a mesh and running the map, sometimes the mesh will just decide to use another in-built texture for whatever reason. Working on a fix! Custom textures should be working fine though. -Unity has a maximum of 8 light sources per object. Meaning that if 8 lights are already reaching an object, any subsequent light after those 8 will not be displayed. There is no easy way for me to fix it as far as I know, but an easy workaround I have found is to reduce the light range or have more brushes/meshes in the scene. So instead of having one big wall, you could cut it up into smaller wall pieces. -There is no easy way to tell which way the mystery box, perk machine and other stuff are facing, which is annoying. Unless there is so way for trenchbroom to show local axis for entities, I will work on a fix for that too.

While I work on those issues, I will also work on adding doors, adding back the teleporters, custom skyboxes and purchasable doors/walls.

Source

Steam News / 9 June 2024

Open original post

Changelog.gg summarizes and formats this update. How we read updates.