Tower Unite

Tower Unite

Brassport Industrial Park
Viser 1-10 af 16 forekomster
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Opdatering: 10. aug. kl. 17:40

Update 15
Course Changes
[Hole 5: The Smokestack]
  • Added 8 boosters pointing towards the flag hole, replacing the one cylindrical booster pointing down. This should fix the player potentially getting stuck being pushed into the ground instead of sliding into the hole.
[Hole 9: The Vat]
  • Added 8 boosters pointing towards the hole in one flag hole, replacing the one cylindrical booster pointing down. This should fix the player potentially getting stuck being pushed into the ground instead of sliding into the hole.
[Hole 10: Construction Site]
  • Added 8 boosters pointing towards the flag hole, replacing the one cylindrical booster pointing down. This should fix the player potentially getting stuck being pushed into the ground instead of sliding into the hole.
[Hole 18: The Factory]
  • Added 8 boosters pointing towards each gutter drop hole, replacing the one cylindrical booster pointing down. This should fix the player potentially getting stuck being pushed into the ground instead of sliding into the hole.

Opdatering: 20. apr. kl. 14:41

Update 14
General Changes
  • Changed the height of the newly added decals so it wouldn't project onto the player.
Course Changes
[Hole 12: Roll n' Score]
  • Added an end piece on the middle hole path in case a player enters the teleporter with too much speed.
  • Added lamps around the bottom teleporter route.
[Hole 18: The Factory]
  • Added light near start of hole.

Opdatering: 20. apr. kl. 13:04

Update 13
General Changes
  • Added 6 new canvas images: Canvas data increased from 939KB to 962KB.
Course Changes
[Hole 1: Half Court]
  • Added a guard rail after the first ramp to make the hole a bit easier.
  • Added timer decal to hole to help explain that the map requires a timed shot.
  • Added target decal to better direct the players.
  • Added a light to illuminate the moving wall piece.
[Hole 2: Risk & Reward]
  • Added X decals to better point out the gutter hazard.
  • Added Custom Lightbeam FX to replace the one on the flag that clips through the wall.
  • Turned down electrical hum.
  • Added timer decal to hole start to help explain that the map requires a timed shot.
  • Switched onStart event triggering a mover to triggering a timer: which syncs the light post to the mover below it better indicating when the path to the HIO is no longer blocked.
[Hole 3: The Greenhouse]
  • Added X decals to better point out the gutter hazard.
[Hole 4: Reflecting Pool]
  • Added arrow and target decals to better direct the players.
[Hole 5: The Smokestack]
  • Added X decal to better point out the gutter hazard.
  • Added timer decal to hole to help explain that the map requires a timed shot.
  • Lowered boost volume in HIO path roof ramp.
  • Reduced billboard decal shine.
[Hole 7: And a Little Luck...]
  • Added timer decal to hole to help explain that the map requires a timed shot.
[Hole 8: Hostile Architecture]
  • Added arrow decals to better direct the players.
  • Added X decals to point out the plinko hazard.
[Hole 9: The Vat]
  • Added timer decal to hole to help explain that the map requires a timed shot.
  • Added question mark decal to better point out the HIO path.
[Hole 10: Construction Site]
  • Increased light brightness in multiple places around the course.
  • Added more lights around the course.
  • Added indicators for the directionally challenged.
  • Removed the camera for the HIO pipe.
[Hole 12: Roll n' Score]
  • Added more lights around the course.
  • Increased brightness of fire barrel light.
  • Added X decal to better point out the gutter hazard.
[Hole 14: Hobo Camp]
  • Added X decals to better point out the gutter hazard.
[Hole 15: The River Splits]
  • Added arrow and target decals to better direct the players.
  • Added X decals to better point out the one-way ramp.
  • Increased brightness of lamp light.
[Hole 16: Treatment Plant]
  • Added timer decal to hole to help explain that the map requires a timed shot.
[Hole 17: The Break In]
  • Added arrow, X, and target decals to better direct the players.
[Hole 18: The Factory]
  • Added more lights around the course.
  • Added timer decal to hole to help explain that the map requires timed shots.
  • Added arrow and target decals to better direct the players.

Opdatering: 15. jan. kl. 17:57

Update 12
Course Changes
[Hole 8: Hostile Architecture]
  • Added a tiny speed bump over a bounce back spot before hole.
[Hole 10: Construction Site]
  • Extended boost volume on upper floor half pipe (leading down) and adjusted angle for lagging players bouncing out.

Opdatering: 15. jan. kl. 15:19

Update 11
Course Changes
[Hole 5: The Smokestack]
  • Added a boost volume above hole piece so players aren't denied a HIO.
[Hole 10: Construction Site]
  • Added additional boost volume after HIO pipe as some players were getting shot sideways.

Opdatering: 14. jan. kl. 21:03

Update 10
Course Changes
[Hole 10: Construction Site]
  • Changed sparking power box triggering incorrectly.
  • Added additional structure piece to HIO Pipe.
  • Moved leading half pipe on upper roof (Left path) upwards due to players with high lag not clearing it.

Opdatering: 14. jan. kl. 15:30

Update 9
Course Changes
[Hole 1: Half Court]
  • Altered time you enter camera on HIO.
[Hole 10: Construction Site]
  • Added blocking volumes behind boost leading into HIO pipe.
  • Removed side pipes and increased the range of pipe enter volume on HIO pipe.
[Hole 13: Sisyphus]
  • Altered angle of boost volume to avoid new wall blocker pieces.

Opdatering: 14. jan. kl. 14:31

Update 8
General Changes
  • Added various decorations to various holes.
Course Changes
[Hole 1: Half Court]
  • Adjusted camera IO for half pipe segment to end sooner.
  • Turned off auto end for OnHIO camera.
[Hole 2: Risk & Reward]
  • Added static camera IO for OnPocket so end camera doesn't clip through wall.
[Hole 3: The Greenhouse]
  • Added static camera IO for OnPocket.
  • added curved ramp over seam to prevent bounce back.
[Hole 5: The Smokestack]
  • Added static camera IO for OnPocket so end camera doesn't repeatedly clip over the curved wall creating a jittering effect.
  • Added a boost volume to the HIO path ramp on the roof to avoid getting knocked out of bounds by a bounce back.
[Hole 6: The Water Tower]
  • Added static camera IO for OnPocket so end camera isn't crushed against wall.
[Hole 13: Sisyphus]
  • Added cylindrical blockers over wall seams to prevent bounce back.
[Hole 14: Hobo Camp]
  • Lowered the ramp before the hole piece to avoid a bounce back.
[Hole 18: The Factory]
  • Adjusted lightbeam FX to avoid light clipping through walls.

Opdatering: 11. jan. kl. 15:25

Update 7
Course Changes
[Hole 5: The Smokestack]
  • Lowered ramp pieces at chute to avoid bouncing off.
  • Increased thickness of boost volumes in hole in one path to ensure all boost volumes are hit.
  • Lowered half pipe at bottom of chute to avoid bounce back.

Opdatering: 11. jan. kl. 10:19

Update 6
General Changes
  • Changed workshop visibility to public.
  • Removed fire FX from skybox.
  • Added awning to hospital.
  • Adjusted light radius of lamp between back of hole 1 and 2.
  • Turned up brightness of red pulsing light and added WUCP 94.5 text sign on the distant skyscraper.
Course Changes
[Hole 1: Half Court]
  • Adjusted boost volume on loops to reduce chance of bounce back.
[Hole 9: The Vat]
  • Rotated HIO hole piece to adjust camera.
[Hole 10: Construction Site]
  • Adjusted boost volume on first half pipe to reduce chance of bounce back.
[Hole 14: Hobo Camp]
  • Reduced radio volume.
[Hole 17: The Break In]
  • Extended trigger volume thickness so players are less likely to clip through.