DOM-Pass The Trash 2 Change List (PTT)

1/31/07 -Muhammad.

First off my aplogies Bret, I completely hijacked your test map and turned it into this.
Hope you like it. 

Anyways big changes, made a symetrical DOMINATION game mode map. Most of the lighting is
in based on Bret's initial lighting style. Needs tweaking kind of washed out in some areas

Other areas are not lit yet, also this map needs a better player start area. I think I have
and idea of what would work.
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2/1/07 - Bret

Added new spawn rooms for teams, have not checked to see if they correctly spawn enitre team in one area OR mix the teams up
Added gravity boxes
Added out door window slits with sky boxed areas. Way to big for final but i was to lazy to put in sunlights so i used a normal light in a big azz room to get parrallel light through the slits.

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2/2/07 - Frost

Connected the upper level between bases, also made some walls diagonal.  Added paths.
Maybe next person can get the anti-grav areas to work for bots (I didn't get that far).
Made ramps at the bottom of the control areas.  Added some weapons too.

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2/5/07-Muhammad
Tweaked some of the lighting in the skybox area so now the ceilings have more of a dark blue
color. THough more lighting tweaks need to be done as the lights in the main rooms with
capture points seemed to be a bit washed out in the corners. Also added some static meshes
of cliff walls and trees to give it a more organic feel. 

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2/6/07 - Bret D
Added some FX to the domination points. Cut out individual spawn points for both sides. Flaged the spawn points as team 1 and 2 (not sure if this is 100% working). Added detail support beams to side walls (used additive brushes with out flagging them as anything special, bad me). Tried to fix the ai pathing out of the spawn area, but i suk right now at ai
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2/8/07-Muhammad

-Fixed spawn point tags, now red and blue teams spwan at the same palce.
-Added some weapons in the spawn point
- Borrowed a jump pad from one of my other levels and added it to allow bots/players to jump into the arena from the spawn point
-More static mesh and lighting work.

- On a side note this map is a lot of fun to play!   
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2/9/07 - Bret D

-added meshes bases and special fx near spawn points
-added additioan gravity boxes
-added barrier walls for spawn room chuts
-want to add death pits (with lava 400 feet below) in front of capture points (lower floor). maybe next guy can look at that?
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2/13/07-Muhammad

- Started some trim work then got distracted with ideas...
-More mesh work and lighting
-Skybox lighting improved
-Added Domination 'waypoint' screens
- Added a nice music track

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2/15/07 - Bret
-Edited repawn rooms
-added more columns
-added bases to columns
-removed  center brushes and replaced w/columns
-adjusted gravity boxes
-edited some textures
-level now supports 12 players - what a frag fest

-added several types of sculptured heads

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2/16/07 - Frost

-Fixed skybox completely, no more darkening near the ring edges in the sky
-Added columns near gypsy texture
-Added columns on more corners
-Added brushes to fill corners in front of domination points
-Added level screenshot material sequence, and some random description

-was going to add in the outside work I had done, but neglected to do that, maybe my next revision, unless
	someone else wants to take a stab at putting some geometry outdoors

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2/19/07-Muhammad
-Redid Lighting
-More Meshes
-More Textures
- Added some Ambient sounds of wind and water. 
-Removed outdoor meshes for now... going to go back and add real structures along with some meshes

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2/20/07 - Bret
-added trim columns in repawn rooms , i think i screwedup something, the lighting and some textures are now bonked
- Change some floor textures to give contrast, prob should be thrown out entirely
-raised center power up, the additive brushes suk donkey balls. should find better mesh for platform
- removed an head peice in respawn room
- added animated chevrons in spawn rooms for flow hint
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2/22/07-Muhammad

Was lazy on Tuesday, was rocking out last night at Bret's but some where in between I made changes to the map.

- Added more geometry at the control points to give a nice sense of architecture
- Added better tree meshes and rocks
- On the second floor of the middle section added some plants and stuff to go with the current organic feel of the level. 
- More blocking volumes
- Ran fun.exe 

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2/23/07 - Bret

-added water surfaces to water fall areas and plant areas
- added more animated cheverons - i think these need to be ressessed like the plants in the upper catwalk areas
- tried to place some green spot lights in the water fall areas..not sure i like them

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2/26/07-Muhammad

- Added an opening in the ceiling of the spawn rooms to look out into the dark skies, some trees and the outer
structure of this arena are visible. 
- Added floor trim and recessed the directional markers in the spawn room
- Changed colors of directional markers to match teams
- Changed one of the jump pad colors to blue to match the team
- Other minor tweaks

- About the water not animating near the waterfalls I think I know why that is. I had the same problem in one my older levels.
The best time to fix that is when we are fully done with the map and will not build it again. 

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2/27/07 - Bret

-added trim for spawn area
-moved weapon pickup points in spawn room
-adjusted gravity boxesfor better jump out of spwn room
-added green lights for water plants
-changed textures on small wall braces (i changed the bron stone to the grey to match the walls)
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2/28/07-Muhammad
-Added some new meshes 
-Tweaked the green lighting 
- A lot of changes on the AI
	-They now know how to double jump and get the Udamage
	-Bots occasionally use the upper path and rush either point
	- Bots use defense points 
	- Alternate path nodes are used by the bots to change up which path they take
	  to attack or defend.
- If you want to see a brutal game fire up the map with 8 godlike bots and watch it as a spectator! 
- If you got the the nerve and twitch reflexs try facing off agains some Adpet or Masterful level bots. 

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3/1/07 - Bret
-added steps to ramps at command points , they still need casement on edges
-added test trim in command point rooms. they will need additional work to make them fit in seamlessly
-added more vines, was thinking about yanking the ones on the angled floor in the center. Some one thought they looked weird. Not sure if i agree yet 
- I'm starting to see the same degree of quality that i see in gears of war.  (:
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3/2/07-Muhammad
-did not do much just added some more ambient sounds.

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3/12/07 - Bret D
-mega changes - water!
- new emmiters for driping water from cieling
- new stairs!
- adjusted some wall textures
- Removed fire veil from spawn rooms!
- added many vines!
- added destroyed column!
- removed ramps in center room
- moved torches away from dripping water!
- added alpha vines in window ports (only a few test windows, rest need to be addresses)
- sweet jesus, i think i have forgotten some of my changes! 
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3/13/07 -Muhammad
- I added the ramps back due to the fact that the lack of them and creating a giant pit in the center really slowed down gameplay
- Ambient sounds added, birds, and occasional rumble of thunder. 
- Occasional flashes of lightning 
- Started to 'destroy' the level even furhter
- Killed the windows looking out on the upper level, the fake skybox was being a pain in the ass to cover so that it did not show level geometry
- Added more architecture to defense point on top level over looking the domination point
- Started optimization process with zone portals. 

_ Maybe it is me but I feel the gameplay has gotten easy. I double checked all the path nodes not sure why the bots are not
as aggressive as they should be. I am playing on the second hardest difficulty level and it is a breeze. 
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3/16/07- Muhammad
- More optimization, Frame rates are better. Still this map is too intense for lower end machines
- New ambient sound of wild animals that triggers every so often
- Added secondary jump pads to spawn rooms
- Minor AI tweaks

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3/19/07 - Bret
-changed spawn base pads to new pad
-added new fire for spawn locations - used multicolored variations to break up monotany
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3/21/07- Muhammad
-Got some feedback from a fellow community designer comments posted below. 
-Increased sound volumes for thunder and animal sounds
-Added more blocking volumes
-Tweaked lighting and moved some torches
-Each zone of the map is tagged with a name

Map Comments from an IM conversation

-there are some shading issues with a few of the pillars, same old vertex shading thing
-the layout and item placement is nice
- maybe a bit too much health, maybe remove one of the health packs at each dom point
-the lighting could use some more spice
-thre's some nice color variation, but it's a little lacking in terms of contrast, somehow, especially dark/light
-hmm... maybe some bright beams shining in through the windows in the roof?
-then you could basically leave the rest of the lighting the way it is, but add those really high intensity bright things  
-I like the broken tiles, always look nice 
- http://lugg.beyondunreal.com/temp/dom-ptt-shading.jpg example of vertex shading issue
-maybe the water texture in some of the out of the way places (plant buckets upstairs) is a bit bright, but you don't usually see them unless you jump there 
-but apart from that it looks technically solid 
-let me know when there's a final version! 
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4/2/07- Muhammad
-Redid intro screen sequence with updated pictures
- Tweaked intro text
- Reduced health and moved main health charger in front of control points

Let's finish this map soon !

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4/4/07 - bret
- tweaked spawn room jump pad area, players are now forced left or right instead of straight into the wall
- added some trim dirt
- adjusted textures on wall insets
- added 4 room protals, not sure they did any good
- adjusted the cull distance of the center water
- removed the old stair trim (brushes) and replaced with mesh blocks

this map is damned fast with 12 bots,,geesh

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4/13/07 Muhammad

After four months the map is done! 

DOM-Blood Fued is good to go! 
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