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VoidCuratedInteriors
The interiors I have curated for my friends
CHANGELOG
Changelog
0.73.0
- Locking in as close to a complete pack for v73 as possible. Mostly for archival.
0.4.0
- Removing Sector Beta because it was desyncing with clients, leading to falling into the void. Probably overlaps too heavily with the other sectors (alpha and zero) for being warranted the load time requirement. Seems good otherwise.
- Included mods should work with v73+ thanks to their dependencies.
0.3.0
- Adding Deepcore Mines, Liminal House, Vehicle Hanger (back), PlayZone, Habitat, Sector Alpha, and Sector Beta.
- Removing Dantor's Mental Hospital (size and loading reasons), Accursed Crypts (door spikes didn't feel fun enough, but otherwise a very fun interior), LC Into The Darkness Team interiors (as they deprecated?), and Black Mesa (size and loading reasons).
- Adding Universal Radar to fix interior radars in mods that haven't updated for v70+ but are otherwise fine.
0.2.0
- Removing Portal DunGen because of jank reducing fun (mostly spray paint issues)
- Removing CIDOM Metro, Mausoleum, and Museum because they don't feel good to land at compared to others (personal opinion)
- Removing School Flow, Dreary Pipeworks, Niven Reactor, Skaarj Outpost, and Pool Rooms because they aren't significantly different enough to warrant the startup cost adding an entry to LLL imposes
- Adding The Dam though I don't yet know how much I like it, it looks promising
- tl;dr: reducing interior list to optimize diversity of interiors a little (a lot of the Unreal/UT99 ones feel like samey experiences gmme play wise no matter what the traps/textures get changed to) or to reduce game flow jank (a bug, or days felt like they're wasted due to a bad roll)
0.1.1
- Trimming configs
0.1.0
- Adding configs for minimal readjustments we preferred.
0.0.2
- Updating chosen interiors
0.0.1
- Initial release