CIDOM Metro Interior
An Unreal Tournament Interior modeled after City Intro, AS-HiSpeed, and DOM-CIDOM.
By DemonMae
CHANGELOG
1.1.5
- Project Reimporting neccesitated fixing a multitude of broken references, I've forgotten what's been changed, added and fixed.
1.1.4
- Filesize Optimization
1.1.3
- Added Rosies moons to the list of default Weights.
1.1.2
- Updated internal LLL dependencies.
1.1.1
- Vault Doors have new sounds from Unreal Tournament.
1.1.0
- The Tunnel platforms are more detailed now.
- The Maintenance Tunnels can have doors now.
- 1 new Main tunnel tile, the Cross intersection.
- 3 New Maintenance tunnel tiles. the Ring Pit, Storage closet, and the T-Pipe section.
1.0.8
- Materials are GPU instanced, and should run smoother.
- Overhaul of default weights.
1.0.7
- Updated JLL version used and dependecies to 1.7.4.
1.0.6
- Backend changes to make the interior work as intended with Cullfactory.
- Added JLL as a dependecy.
- If played on moons tagged with Valley, the interior becomes Overgrown with plants. this is enabled by default.
1.0.5
- Backend changes to make the interior work as intended with Cullfactory.
- Added JLL as a dependecy.
- If played on moons tagged with Valley, the interior becomes Overgrown with plants. this is enabled by default.
1.0.4
- 1 New tile, the Split Tunnel.
- Dungeon Length change. (7-7 => 7-8)
- Increased the weights of shorter tunnels segments slightly.
1.0.3
- Lowered the default dynamic size limiter. (1.6 => 1.5)
- Emergency lights are a teeny bit brighter.
- Reduced the volumetric properties and range on Fire Exit and Main entrance lights.
- Added measures to try preventing items from spawning inside Train seats.
- Platform Exits Should be properly boarded up if unusable.
1.0.2
- Correctly tagged doorway blockers in the maintenance tunnels.
1.0.1
- Which Station platforms are Fire Exits or not are better telegraphed.
- No more paper thin walls between subway tunnel connections.
- Hopefully fixed Pathfinding quirks.
1.0.0
- Release Version