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Goldenrod City Alpha Build

Goldenrod City TF2 map ported into Lethal Company

CHANGELOG

0.1.11

Features:

  • Nerfed max turret amount from 35 to 15.
  • Removed broken ladder on the front of the train and added a functional ladder to the side of the building. This was done to make it a bit more clear of how to climb on top of the trains.
  • Fixed eclipse lighting becoming pitch black instantly near the end of the day; it should be more gradual now. This was due to the day cycle animation length not being long enough, so it just cuts to its default look upon the animation finishing.

0.1.10

Features:

  • Removed plugins that are not required for Goldenrod to function: Evaisa-FixPluginTypesSerialization, Evaisa-HookGenPatcher, Evaisa-LethalLib

0.1.9

Features:

  • Fixed the map in the Daycare Center having a missing texture.
  • Replaced Item Ship's delivery music with Goldenrod's theme and the truck delivery music with the Cycling theme. Also created an echoey version for both these themes for when the Item Ship is far away. Both of these themes are from Pokémon Gold/Silver/Crystal.
  • Recompressed all the required Lethal textures since 0.1.8 did not have the compressed textures.

0.1.8

Features:

  • The daycare center doors now block Nutcracker bullets (they can still open the doors).
  • Disabled weird grass geometry that was viewable through walls.
  • Disabled NavMeshes on all bridges since enemies kept getting stuck on them.

0.1.7

Features:

  • Reverted pathfinding to 0.1.1 since there's issues with enemies getting stuck on the roofs.
  • Fixed roof on right-center having a missing face on the underside of the mesh.

0.1.6

Features:

  • Reduced package size from 23 mb down to 17. Maximum compression + size reduction was used on all default Lethal textures that are not used in the moon. The textures for the Item Ship materials are the only textures that won't be ultra-compressed since they are used for this moon.
  • Reduced red lighting underground to make it look a bit more realistic.
  • Removed a TON of OffMeshLink (component used for pathfinding jumps). This was done because the enemy pathfinding ended up breaking in some areas due to how close some of the OffMeshLinks were. The enemies would get stuck in a loop walking back and forth not knowing which OffMeshLink to use for jumping. Hopefully by deleting a bunch of them, it will create enough distance for the enemies not to get confused for which OffMeshLink offers the shortest path.
  • Removed more BS jumps that were found (ex. enemies jumping to the top of a tree or roof instantly).
  • Added some NavMeshObstacles (component used to remove or block off pathfinding in chosen areas) to roofs where enemies should never be able to reach.
  • Added some BoxColliders to a few areas where players could get stuck in-between the roofs.

0.1.5

Features:

  • Reduced package size from 50 mb down to 23. It turns out the default Lethal textures can't be removed, but their image size can be brought down and they can be compressed.
  • Added glitchy pixel particle effect to the entire city.

0.1.4

Features:

  • Rotated cruiser position 180 degrees so it faces towards the tower.
  • Removed MissingNo. There was a bug where it was seen taking the players and

0.1.3

Features:

  • Increased ladder collision wideness at the front of the train since it was janky to climb.
  • Improved sun lighting slightly
  • Moved ItemShip to the upper left of the HangarShip on top of the grass patch. This was done since the ItemShip has blocked the Cruiser in its path.
  • Fixed the ItemShip floating in the air.
  • Re-enabled ReverbTriggers so that the item notification appears when an item is dropped on the ship. Not sure how this got disabled in the first place, but it's been fixed.
  • Slightly improved the glow of the tower by adding a baked emission lighting texture to the top window.
  • Added some more red lights to the upper-right Fire Exit. It should be noticeable when climbing roofs or climbing the crashed train.
  • Added some color to the bottom of the train instead of leaving it as a plain white.
  • Nerfed Giants down to a Rarity of 10. Due to the long sightline, players were finding it impossible to stay out of their sight.
  • Buffed Old Bird slightly to 25.
  • Added collision to inward corners on center-left building near the ladder. This was done since Players could end up getting stuck in that area.

0.1.2

Features:

  • Massive optimization to all textures and fixed some textures looking blurry. The original map maker seemed to use very large texture sizes for some reason; I'm theorizing they were not aware they could turn texture filtering off so the textures can keep their pixelated look. A lot of textures repeat, so the model was previously loading TONS of 1024x1024 uncompressed textures which was causing a lot of fps issues. All of the textures have been brought down to their minimum pixel size (ex. the majority of them have being brought down from 1024x1024 to 16x16). The total file size of all textures has been brought down from 219 MB to 294 KB.
  • Improved pathfinding of enemy jumps. I removed long jumps that might be BS for some enemies to perform, and added small jumps to areas that enemies couldn't access before.
  • Added more ladders to make the roofs more accessible.
  • Added bridges so players can navigate across roof areas that were previously unreachable.
  • Added trigger under the map that teleports players to the ship.
  • Played invisible walls on the edges of the map.
  • Added NavMeshObstacle under the train to prevent entities from noclipping through the trains.
  • Added NavMeshObtacle in the daycare (building near the ship with a small interior). Players didn't like how the large entities were able to get in there.
  • Added red light to upper-right fire exit to make it more obvious. This fire exit takes the longest to walk to, so I'm balancing it by making it stand out compared to every other fire exit.

0.1.1

Features:

  • Adjusted the platforming section of the crashed train's rotation by 90 degrees (from -- to -|). Playtesters did not like having to travel all the way around the building in order to reach the trains, so it has been made easier for players to reach.
  • Added more red lights underground to point to the fire exit. Apparently a lot of players missed the fire exit while traveling underground. A broken red light has been added to the ground which conveniently points the direction to the fire exit.
  • Kickable ladders are currently not working. Replaced them with regular ladders until I can figure out the issue.
  • Hopefully fixed the quicksand in-between the cliffs not working.
  • Fixed collision with potted tree trapping the player.
  • Added Nutcrackers as an outdoor enemy (referencing the sniper sightlines of this TF2 map). The rarity is set to 30.
  • Nerfed Factory Size Multiplier from 5.3 to 2.4. I originally wanted the interior to be large so fire exits could be spread out, have it balanced for a large player session, and to match the size of the exterior city. Unfortunately, the actual result is that items were waaaay too spread out and interior monsters were barely encountered by anyone. While I could increase the mosnter/item spawning amount, that could lead to way too many monsters or items appearing in small areas while the rest of the interior remains empty. So because of all this, I'm keeping the multiplier at 2.4.
  • Nerfed the amount of Old Birds that appear outside from 50 down to 20. During the play session, all the bots were crowding around the ship which made it impossible to get to even with the alternative path.
  • Nerfed Enemy Power Count from 20 to 18.
  • Nerfed Outside Enemy Power Count from 24 to 21.
  • Adjusted scrap spawn rate to Min Scrap 24, and Max Scrap 34.
  • Added AudioKnight-StarlancerAIFix-3.8.0 and JacobG5-JLL-1.9.1 mods to support new updated changes.

0.1.0

Features:

  • Made Goldenrod City moon available as an alpha build.