Continuation from previous post...
Versalife R&D (Level 1):
- Moved a button on the elevator to level 2 so that it is in-line with the others.
- Fixed a grate that went inside a wall when opened.
- Fixed an incorrect brush letting you see through the wall.
- Fixed a misaligned texture in a secret area.
- Fixed some backwards textures and replaced some others.
- Fixed the light fixtures having incorrectly aligned textures.
- Fixed some cardboard boxes that incorrectly had their contents set to never spawn.
- Fixed a floating nanokey by the dead grey.
- Fixed some MiBs having the wrong ammo type.
- Fixed some missing collision on some walkway glass.
- Changed AI alliances to make sure they don't kill each others.
- Changed some AI to be hostile after stealing the ROM encoding.
- Changed a cabinet containing multitools from 60%/- to 20%/30%.
- Added blocks in the vents to prevent rats from getting in the way.
- Added nanokeys to all soldiers which give access to the lockers.
- Made more floors reflective to stay consistent.
- Increased sight range and visibility threshold of Greasel in the vents.
- Stopped a barrel from producing smoke to prevent graphical issues.
Versalife R&D (Level 2):
- Flipped some textures so they're at the right orientation.
- Increased Maggie Chow's health to 100%.
- Aligned some more textures on the doors in the tunnel.
- Increased the height the rod moves to make the blue stuff inside look less terrible after the UC is destroyed.
- Increased the height of the water you land in when entering via the pipe to fix a shimmering surface issue.
- Altered a pipe minimally so it connects to another pipe seamlessly.
- Altered the positioning of the ladders on the pipes under the UC and added a ladder to one of the pipes that didn't have one.
- Added more light under the UC to be able to see the ladders more clearly and made them indestructible.
- Fixed the textures on the UC hatches so they're scaled properly.
- Fixed a pipe's texture scales so it displays correctly.
- Fixed textures on the nanotech containment door.
- Lowered water level under UC so you won't land swimming in it and also to resolve a shimmering surface issue.
- Made fan destructible above the UC PC.
- Moved spider-bots backwards so grenades outside won't be detonated by them until they're released.
- Moved the cage light at the end of the level backwards so it is now attached to the wall.
- Adjusted position of mirror at the start so it's no longer floating (as badly).
- Scientist at the computer now reacts to more things, especially sound.
Tracer Tong's Lab:
- Fixed the plasma rifle floating.
- Fixed the wicker basket having the contents incorrectly set and never spawning throwing knives.
- As each throwing knife gives 15, decreased the wicker basket's contents from 8 to 1.
- Rotated the plasma rifle to make it more noticeable and look nicer.
- Improved the ceiling where Tong/Paul are.
- Added an email to a computer.
The 'Ton Hotel (Final visit):
- Added pathing to the map to help AI function.
- Changed AI intelligence to be more aware of their surroundings.
- Fixed a floating lamp.
Hell's Kitchen (Final visit):
- Fixed a pathing issue with a robot.
- Fixed texture alignment on an advertisement.
- Fixed some brushes in the subway so they can be lit.
- Added a missing (unusable) elevator button.
- Removed blocks on the roof that weren't needed.
- Increased the size of the map transition to the clinic so it cannot be skipped.
- Lowered the water level at Osgood and Son's to prevent swimming when landing.
Hell's Kitchen Free Clinic (Final Visit):
- Increased the size of the map transition so it cannot be skipped.
Brooklyn Naval Shipyards (Exterior):
- Fixed some of the AI pathing.
- Added an EMP grenade in a cabinet that was locked but empty.
- Added a mini-crossbow in a drawer that was locked but empty.
- Added two PS20s to a drawer that was locked but empty.
- Added a small crate to the building with the repair bot in, to prevent players from getting stuck.
- Added a water-cooler in the base commander's building.
- Added prod charge to draw that was locked but empty.
- Added a fire extinguisher.
- Hid a lockpick on the map.
- Hid two multitools on the map.
- Hid a reload mod on the map.
- Moved some cameras so it wasn't floating.
- Readded the flamethrowers to the two bots in the armoury.
Brooklyn Naval Shipyards (Interior):
- Added a sniper rifle on easy and normal.
- Added a control panel for the lasers.
- Added monsterblocks to stop the AI going into the water.
- Added a medical crate.
- Added flares.
- Added binoculars.
- Added gas grenade.
- Added a turret to the dock.
- Added a camera and security console for turret.
- Added a login and password for a security computer that didn't have one.
- Added multitool crate.
- Added water zones in the small buckets of water so items splash/float in them.
- Replaced the augmentation upgrade crate to be a medical crate instead.
- Replaced the blue lasers with red ones.
- Moved pathing to stop the AI going into the water.
- Moved a patrol to not trigger the red lasers.
- Fixed a guard having a name incorrectly set.
- Fixed sailors shooting the guards.
- Fixed a brush that was too low and appeared to be missing.
- Fixed two faces that didn't reflect light in the crane control room.
- Changed the voice of the new soldiers to be unique.
- Changed a guard to be a sniper.
- Renamed some things.
- Hid a lockpick at the start.
- Aligned some textures.
- Lowered the lock strength of a locker.
- Lowered a crate so it isn't destroyed from fall damage.
- Made the goodsroom able to be opened with the new security console.
- Greatly improved pathing, AI can now move from the dock to the ship.
- Gave the sailors flares.
- Gave some of the hard/realistic soldiers additional weapons.
- Aligned the texture of the destructible floor on the top deck so it blends in seamlessly.
- Made some chains climbable from one side so you don't get stuck.
- Moved the elevator down so it's the same level as the ground.
Denfert-Rochereau (Rooftops):
- Changed commando and robot alliances.
- Made the MJ12 troops on the street react to being attacked.
- Added some darts and a multitool at the end.
- Blocked player from jumping over the gate at the end.
- Renamed some stuff.
La Porte de l'Enfer:
- Added more visuals to the map.
- Optimized pathing.
Vandenberg AFB Tunnels:
- Changed texture of the security bot to Chinese.
- Added a gas grenade to the dead MJ12 trooper.
- Added a weapon mod in the radioactive area.
- Fixed some misaligned textures.
- Fixed a barrel spawning inside a wall.
- Fixed the TNT in the radioactive tunnel sometimes exploding on map load.
- Hid a lockpick and prod at the end.
Pasadena Ocean Lab UC Module:
- Changed fan health from 200% to 100%.
- Moved a button on an elevator to have a neater and more logical position.
- Fixed some textures that were wrongly orientated.
To be continued in part 3...